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/tg/ - Traditional Games


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[Last Thread: http://suptg.thisisnotatrueending.com/archive/39653747/
Twitter: https://twitter.com/CaptainOerSky
Sheet to come.]

You wake, refreshed for a change, the promise of your impending mission giving you something to look forward to. After shooting a quick glance to your metal arm and flexing your fingers, you dress in your shirt and vest, don your trousers and wander around the Verducci complex, thinking of what to do.

Yesterday's meeting with Minerva was at the minimum very interesting, and at most extremely helpful. Her gift of the modified versions of your medicine should prove helpful with the memory issues you've been facing these past months.

As you wander, deep in your thoughts, you can distantly hear the sounds of voices, blades meeting blades, and fanfare. Eventually, the noise pierces your concentration and you head over to the grounds of the complex. A large circle of Guildsmen and Initiates are formed up in a circle watching some display in the middle. You can't quite make it out, but you figure that it is probably a fencing demonstration. You draw closer and finally catch a sight of what is being so eagerly watched.

In the middle of the circle stands a woman with an Aeroman's uniform, dyed red and black, with a long rapier in her right hand and a strange weapon in her left with a two-pronged blade. Her opponent is walking away from her, stopping to grab his weapon from the ground and head back, head low with shame. The woman laughs and flourishes her weapon, "I must say, Emissary, your Guildmates are no great challenge for a Fury like myself." The name is familiar to you. Furies are an all-female Guild, the only of their kind, from the Twelve Dagger Islands to the far west of the world. "Come!" The woman calls out, raising her weapon, "I'll gladly fight any taker!"

>A) Accept her challenge
>B) Watch and learn more
>C) Head to the town
>>
>>39731487
>>A) Accept her challenge
Eh why not. We ether get trounced or are vary even. One way or another we may end up with a companion
Also,Welcome back QM
>>
>>39731660

You check your sword and step forward. The woman faces you and the woman she was speaking to, apparently her contact from the Verducci Guild, smiles, "Ah, well, here we have a true example of the quality of our Guild. Rugerio is a master swordsman." You bow your head to the woman who sneers, pulling back her ruby lips and flashing her sharp teeth at you and raises her weapon. "Very well, then let's have a congress of blades."

[Combat 2]

[Rugerio has Rapier Training 5 and is a Rank 2 Character. Because of this, he gains a Success on a result of 6 or lower on a D10. We roll 3d10 because of our Physique stat, which is 3. Thus, roll 3d10 and count the number of 6's or less. If we get a 1, that counts as double the successes.]
>>
Rolled 8, 4, 2 = 14 (3d10)

>>39732016

I can't keep up with that kind of crunch, but here's your roll.
>>
>>39732090

[So 2 successes.]

Before you can even get your footwork properly set, she lunges forward and tries to remove your weapon from your hand. However, you simply evade the maneuver and take a stab at her, the tip of your blade met with her strange pronged weapon. She backs up and you produce a smaller parrying dagger, the style of choice for Darrow.

Now with your weapons ready you step forward into her range and thrust at her stomach, an easy parry for her, and depending on how she responds, you can gauge her style correctly. She uses her shorter weapon to block the attack and push it aside as she sweeps her rapier at your face. You parry it without an issue.

[Now that you have been in combat a round you begin to study her style, thanks to your Analytical stat. This, paired with your Rapier Training, gives you the ability to gain Knowledge against her. You gain +2 successes per round of fighting her.]

She steps towards you, a feint with her rapier as her off-handed weapon tries to grab yours between its two prongs. You...

>A) Keep away and test her more (Defensive Posture, Study)
>B) Meet the attack and disengage (Offensive Posture, Study)
>C) Parry the attack and counter her (Defensive Posture, Capitalize)
>D) Let her get your rapier, and have at her with your main gauche (Offensive Posture, Capitalize)
>>
>>39732405
>Keep away and test her more (Defensive Posture, Study)

We Syrio Forell now
>>
Rolled 5, 10, 3 = 18 (3d10)

>>39732442
Forgot dice
>>
>>39732470
>>39732442

You shift your feet backwards and to your left, leaving her weapon swinging at open air as you roll your back against her shoulder, pushing off of her with a quick shove as you whip your rapier through the air with a smile, "Is that the best you can do?" You shoot her a wink as you jab at her ability, trying to draw out more obvious actions from her.

She turns to face you and you harass her with the tip of your rapier, stopping her movement forward by waiting there with the tip of it, forcing her to backpedal or parry. Eventually she finds a line of attack and lunges forward with her off-hand, her rapier cocked so that as soon as you meet the weapon, or evade, she would shift her line to catch you and pierce you. She's got quite a few moves, but her ability to read the flow the fight is significantly worse than yours.

You give her what she wants, parrying the dagger with your rapier, swinging her arm to her outside line. As expected, her rapier shoots forward like an arrow to your stomach. You drop your main-gauche and seize her weapon at the joint between the blade and the handle.

Your rapier is free at this moment and she's too surprised with her forward momentum to react as you...

>A) Raise your knee into her jaw and put her lights out.
>B) Put your blade quickly to her neck and disarm her.
>C) Disengage again to continue your display.
>>
Rolled 9, 9, 10 = 28 (3d10)

>>39732545
>>B) Put your blade quickly to her neck and disarm her.
>>
>>39732690

You swing your blade to her neck and she bites the blade between her teeth, snarling at you like an animal as you wrench her rapier from her grip. She spits out the length of metal and bows her head, "Very well, you have the day." You bow to her and your Guildmates fill the yard with cheers and celebration as you recover your arms and hand hers back to her.

She crosses her arms admiringly, "It is rare to see a member of another Guild who can beat a Fury in hand to hand combat. How long have you been studying?" You think back to it, your foggy memory not being particularly forthcoming as you mysteriously answer, "Long enough to appreciate a fellow practitioner."

The two of you chat and exchange names, hers being Caranna, before you head back to Sanza Serena. The Sky Vault isn't set to return for another two days and since you're planning on an ambush, there is very little in the way of preparations to do. Still, you can never be too cautious...

What should you do today?

>A) Go hire help for your mission
>B) Visit Minerva
>C) Go to the Fencing School
>D) See where the road takes you
>>
>>39732975
>See where the road takes you
>>
>>39732975
>D) See where the road takes you
Preferably someplace where there's cheap booze, cheap women, and a man being flung out a window.
>>
>>39733172
>>39733022

There's nothing particularly on your mind for today's objective, so you decide to take a wander around the city. It's interesting for you to feel the heartbeat of the city and hear the people talking and walking about. Merchants haggle for better prices from sailors and foreign merchants, deals are made and people seem to be generally happy. They have every reason to be, after all, Sanza Serena is nothing short of a port utopia. Well, you remind yourself, it's due in no small part to the Guild's presence here. Cities that have a Guild Facility available are often well protected by their vast wealth from petty crime and even piracy. There aren't many pirate captains who feel like crossing blades with the Guilds.

Eventually your feet find the road to a park. In the center of the park is a lovely fountain which should be entertaining children and their mothers, but for now is occupied with a man standing on a crate, shouting at passersby with a thunderous voice. A pair of broad-looking chaps seem to be protecting him. And from the tone of his voice and his strange accent, he's Gaspardic.

"Do not let zee Guild system continue to oppress and manipulate you! The rightful lords and ladies of this land be used as playthings any further!" People are doing their best to ignore him, though a few young men wearing workman's clothes are listening, "The avarice of the Guild system is at every strata of our lives. They control and use people and resources, waging wars without the sanction of the Mother or the nations!"

You look at your waistcoat and see the symbol of the Guild proudly stitched into it as a mark of your allegiance. Maybe this is a bad time to approach.

>A) Approach as you are.
>B) Take off your Guild jacket and approach.
>C) Move on from this madman, let the constabulary handle him.
>>
>>39733233
>Approach as you are.
>listen politely
>maintain pokerface
>>
>>39733352

You stride forward calmly and look up at him, arms behind your back, almost showing your Guild marker boldly as you listen with a neutral expression on your face.

"Do not allow...." He stops his words and points a finger at you, "You there, man! He wears the mark of the worst of the bunch, the Verducci Guild are devils themselves, forked tongued monsters from yore made into man's shape to beguile and steer us from the goodly path of the Mother's Embrace." You just smile at him blithely and listen as he squats down and looks around at the other members of the crowd, five workmen, as if he were the only one who could see you. His bodyguards look a lot more attentive.

"The Guild has manipulated local law and allows its members to freely carry weapons in a city! Look at him, standing there so brazenly, and if he willed it he would attack us now, but he is afraid! There are many more of us than there are of them, and we know ze truth of the Guilds, their corruption, their greed! What do you have to say for yourself, blackened soul?"

>A) Say nothing and let him wear himself out
>B) Speak to your defense
>C) Write in
>>
>>39733582
>shrug
>>
>>39733846
Second
>>
>>39733846

You maintain a calm smile and give a simple shrug of your shoulders. "Well....I'm sure a man without honor like yourself, even so low as you are, could muster enough to have a gentleman's boxing match with one of my compatriots. Queen's Rules, of course."

[Pugilism-The Art of Assault with Class]
[Unlike Brawling, where anything goes, Pugilism uses specific rules and forbids or allows certain techniques based on the variant agreed upon. The most widely used is Queen's Rules, established in Aresse, where the two combatants tie a cord around their waists to ensure they go no further than what is considered to be an acceptable distance. Throwing and grappling is forbidden, but things like fish-hooking and biting are not expressly forbidden, but frowned upon. Strikes below the waist are forbidden. There are several other rule-sets, but all pugilists the world over are trained to obey the Queen's Rules.]

>A) Accept the rules and fight
>B) Suggest a different set of rules
>C) Decline and walk away
>>
>>39734086
>Accept the rules and fight
>>
>>39734086
>>A) Accept the rules and fight
>>
>>39734086
Are we any good at this?
>>
>>39734218
>>39734116

You remove your overcoat and hat, placing them in a neat pile near you, rolling your sleeves up and fastening the rope around your waist. The two of you square off and he immediately starts with a heavy swing. His hand is about the size of your head, it seems, and though you block with your arms, the pain rings all the way through to your hands. His next hit you swerve your head to avoid, narrowly feeling the ham-sized fist pass by your head.

Shifting your feet to get a better stance you stretch the rope between you to maximum range. He advances to close the distance as much as possible, swinging a hard punch to your stomach. If you get hit, it'll drain the wind from you, and you can't take too many hits like that if you want to keep standing.

>A) Side-step it and keep observing him for openings (Defensive, Study)
>B) Put some pressure back on him, working inside of his arms to see how he acts (Offensive, Study)
>C) Wait for an opening and unleash with all you have, hoping to down the giant (Defensive, Capitalize)
>D) Pressure him with elbows and hooks to the eyes, nose, ears, and throat. (Offensive, Capitalize)

>>39734390
[We use the same roll as we do for Rapier. We are at the level of one who is not a novice, but between beginner and master.]
>>
Rolled 5, 8, 6 = 19 (3d10)

>>39734413
>Side-step it and keep observing him for openings (Defensive, Study)
>>
>>39734460

You step aside from the swing, feeling it glance off your elbow, which causes him to withdraw his hand quickly with a sharp gasp of pain, his face twisting with anger as his next swing comes for your head. You duck it but feel his hand grab your neck briefly as he swings his fist into your face.

The hit causes a white light to flash in front of your eyes and a red hot pain to fill your face as you strike a sharp downward strike onto his collarbone.

He reels back, the rope stretching to its limit, you feel your feet's grip to the ground loosening as his great weight pulls back.

[Both you and him take a "Shock" condition from the hit. However, your hit to his collarbone has put him into a "Reeled" state, meaning he gets a -2 penalty to defend. Each condition causes the next damage instance you take to deal an additional 3 damage. For every 5 damage you take, you gain a Shock condition. Our sheet will be forthcoming.]

[You enjoy a +2 successes bonus because of studying him.]

>A) Now is the time, he goes down now.
>B) Not yet, keep the advantage going.
>>
>>39734757
>>B) Not yet, keep the advantage going.
>>
Rolled 3, 2, 5 = 10 (3d6)

>>39734757
>B) Not yet, keep the advantage going.
>>
>>39734757
>Now is the time, he goes down now.
>>
>>39734892
>>39734809

You jerk back, offsetting his movement with your own weight, causing him to learn forward into you, taking a step as he gets within two feet of you. He's getting worn, but you realize that if you strike with everything now he may not go down just yet, he's a hearty man. You strike at his wounded collarbone, causing blood to pool under the surface.

This whole time, as always, you keep your left hand for protection, it's not particularly fair to use a metal clockwork arm against skin, but it's always good as a last resort. If you swing it into his side...he's going to buckle like a newborn calf. He swings a short right into your side and meets your arm, the metal rings out as he pulls back his hand, his knuckles dark red. The man is in no condition to fight you, especially with your advantage.

"See!? The Guildsman can't even fight fairly, he wears armor under his clothing and uses it against an honorable fighter!" The instigator again, he's beginning to get on your nerves.

>A) End this farce of a fight
>B) Drag the instigator over with your cord
>C) Politely disengage.
>>
>>39735131
>A) End this farce of a fight
>>
>>39735131
>Politely Disengage
But if your opponents insist on making trouble, knock their teeth out.
>>
>>39735131
>End this farce of a fight
>>
>>39735131
>>B) Drag the instigator over with your cord
>Why not fight yourself, coward?
>>
>>39735216
>>39735239
>>39735218
>>39735244

You cock your left arm back and slam it into your opponent's jaw suddenly, causing him to limply drop over, just as you loose the rope from your waist, holding it tightly in your hand. The workers nearby laugh and whistle, clapping in admiration of the fight. The man winces as you walk over to him, "I am willing to walk away from here, foreigner. If you insist on pushing me, though, I'll take this up with you, and we won't be using Queen's Rules." You jab your finger into his chest and he winces, keeping quiet for once. You make yourself good and proper again, putting your hat on setting it jauntily to the side as you kneel over the unconscious man on the ground, putting a single gold coin on each of his closed eyes. "For your troubles, signori."

As you walk away from the park, dabbing at your nose and the small blood that is gathering on your top lip, you hear a voice call after you. One of the workers is following you, "Pardon me, signori!" He bows his head and extends his hand, "I'm Michaelo Ferrenzi, Dockbrother of the Longshoresman's Guild. That was quite a display of hand-to-hand combat, even if you did have to fight within the Queen's Rules. Would you be interested in coming to our Guild Facility and working with us on training a class? We'll pay you, of course. Tomorrow morning at 8?"

>A) Accept
>B) Refuse
>C) Talk a bit more
>>
>>39735421
>>A) Accept
>>
>>39735421
>Accept
>>
>>39735443

"The Longshoresman's? Yes, I think I could manage that." You say and grip his hand with yours and shake it firmly. He produces a piece of paper and some charcoal and writes down the location. "Thank you, signori, I'm sure it will be enlightening for both of us." He heads back the way he came and the two of you part ways.

It's interesting, you think to yourself, the Verducci plan these monolithic schemes against every other Guild in case of them forming some sort of an army or something ridiculous like that. Yet, here you can plainly see, that there can be more than just rivalries between the Guilds. Admittedly, this is closer to a business transaction, and technically you would have to file a proper mission request form to the office to work in such a capacity, but such a small thing should be fine, right?

>A) The Guild is going to want their cut, go file your papers like a good initiate.
>B) It's basically a guest invitation, you are probably fine.
>>
>>39735546
>The Guild is going to want their cut, go file your papers like a good initiate.

That master guy scares me.
>>
>>39735546
>>B) It's basically a guest invitation, you are probably fine.
>>
>>39735546
.)B It's basically a guest invitation, you are probably fine.
If it's a one off. But for something more regular you should file the paperwork.
>>
>>39735620
>>39735625
>>39735627

It should be fine for this time. The Verducci may be the most money-crazed of the lot, but you doubt they're going to want their piece of what is presumably one gold piece or so of payment.

You head down to the square of the town and sit down at a restaurant and order a refreshing drink, something cold, sweet, and alcoholic. One thing you've noticed about the life of a Guildsman is that it is very difficult to get into the position you were once so famous for, piloting an Aero. Of course, if you were an Acronaut you'd have a much easier time getting work for it, but they would probably not want to take you for fear of the Verducci's inevitable revenge. Plus, and you aren't sure about this, but you probably owe the better part of an Aeroship just for them saving your life.

The waiter arrives with your drink, and when you produce a coin to pay him he politely refuses, "Your order has been taken care of, signori, courtesy of the lady in the red at the bar." You glance over and see the Fury from earlier who tips her head to you in a gesture of acknowledgment. You raise your glass and bow your head. You take a refreshing sip of the drink and lean back in your chair, producing a small booklet of papers, official Guild news, and glance over it. You notice that one of your primers about the Guilds is mixed in with the papers, as well as a leaflet you acquired from the Fencing Academy.

>A) Read the latest news (Discover about current events)
>B) Read your primer (Learn about the Guilds)
>C) Read the Leaflet (Learn about Fencing and how the Fencing mechanic works in greater depth)
>>
>>39735807
>Read your primer (Learn about the Guilds)
>>
>>39735807
>>B) Read your primer (Learn about the Guilds)
>>
>>39735807
>B) Read your primer (Learn about the Guilds)

(Yes! I caught up in time)
>>
>>39735807
>>A) Read the latest news (Discover about current events)
>>
>>39735891
>>39735895

You open the Guild primer and start with a brief overview.

"Many years ago were formed the Thirteen Guilds. Each of them noble and forthright in their own fashion. They were, in order of foundation, as follows:

The Order of the Mother, founded by the Eldest Son and speaker of her word.

The Leatherback Guild, unmatched hunters, who dared to seek the dark places and drive out the beasts from them.

The Cheymist's Guild, who carried mankind's desire for progress in a vial.

The Verducci Family Guild, financiers and businessmen, who prized knowledge and potential above all else.

The Bastards, Young Sons of the militant arm of the Mother's Order, driven away for their feckless and wild behaviour, but loved and cherished for their skills.

The King's Men, a group of soldiers from all nations who put aside their national differences and opened the way for the state of global peace we now enjoy.

The Longshoreman's Guild, a collection of workers who banded together to demand reasonable living conditions and a standard of life for all workers, male or female.

The Wolves of Akron, guides and cartographers, the Wolves discovered the ingredients to spare our race from the Plague.

The Furies Guild, protector of women, even in places where the law would not shield them.

The Iron Fists, most martial and warlike, they become war so that we are not destroyed by it. Their creation ended the first World Guild War.

The Shades, spies, thieves, and assassins the lot, our sins are borne by them, so that we may be held in Mother's arms after our deaths.

The Clockwork Sons, whose selfless creations of Clockwork and use of pyrethium ushered in the new era of Industrialization for the world.

And finally, the Acronauts, daring pilots, Aeromen, and Captains, unafraid to brave the skies."

You pause and turn to the next chapter, looking to read more into detail about a Guild...

>A) Write in which guilds, pick 3, you want to read about
>>
>>39736159
Acronauts, Iron Fists, and the Leatherbacks
>>
>>39736159
Arconauts, Shades, Bastards
>>
>>39736159

Longshoremen. We're going in for 'em after all.

Then, Acronauts and Furies I guess.
>>
>>39736278
>>39736236
>>39736212

Your love of the skies is the first thing that draws your attention, so you turn to the Acronauts chapter.

On the Acronaut's History:
"Founded by Lord Andrew Martel, the Acronauts were originally an Aeroship Company, designed to explore the Lost Continent. However, shortly after their inception, they made a discovery and had a special Aeroship made specifically to precise designs of unknown origin. The result was the Maiden Queen, named for Lord Martel's young bride, Sarah Flannery, of Aresse. Lord Martel doted on her and fed her desire to soar through the air until his death at the hands of an unknown assailant. The young Guild was in danger of falling in disarray, but Sarah Flannery took up the reins. Now, Lady Sarah Martel rides astride the Maiden Queen, the most fearsome and fleet Aeroship to ride the skies."

On the Acronaut's Services:
"Above all things, the Acronauts live to fly Aeroships, and even their lowliest Initiate has spent more time at the helm than many officers of the world's militaries. In addition to providing the greatest pilots, their mechanics are of an unmatched efficacy, as are their Gate Keepers, who originate from a family line that seemingly appeared from nowhere. As a young Guild their foundations are fresh and their pockets shallow. Yet they are rapidly becoming more and more relevant as the Aeroship takes a dominant position in the world stage."

You turn to the chapter regarding the Iron Fists.

On the Guild's History:

"Sergeant Verner Strazer of the Iyakoan State of Helgenheid was an unimportant local soldier in his garrison. However, as the events leading to the World Guild War began, he found himself the recipient of, what he claimed, to be a call from the Mother herself. The call's message? To unite great men and women of armies and navies the world over with the promise of wealth beyond measure and sustained peace. Peace, he promised, that would be kept at the hand of his great design."

(1/X)
>>
>>39736532

"So it was that he gathered engineers, Cheymists, and laborers, going so far as to borrow a massive sum, still unpaid from the Verducci, called the Dire Loan. With this he studied and collaborated with the greatest minds who would speak to him. All of this effort resulted in the crafting of Daybreaker, a ship that by all modern physical scientists reckonings should not be able to float. This vessel's great mass and wealth of armament allowed it to enter the Battle of Tanzler's Pass between Darrow and Gaspard, barely passing between the Legs of the Giant, and ordering loudly and in no unclear terms, that the war was over. And so it was."

On the Iron Fist's Services:

"After his triumph at ending the war, which he claims to be the sole victor of, his Guild offered services to small factions and states that took issue with neighbors as the premiere mercenary service of the world. No infantry are more steel-nerved and no sailors more fast at the rigging than an Iron Fist. Additionally, his Guildsmen serve as conflict engineers and are often hired by Companies as escorts to the Lost Continent."

You turn to read the next chapter, but a voice interrupts you, "Looking to change your employer so soon?" You glance up and see the Fury from earlier sit down in front of you.

You close the primer and smile at her politely, "I didn't think the Furies were interested in male members," you say jokingly at her. She laughs politely and looks at your left arm. "You are an interesting man, Rugerio of the Verducci Guild. A duelist, an apparent scholar, and a decent wit. I am surprised that you are a mere initiate in your Guild, surely a man of your talent would be near the level of Brother in any other Guild. But we both know how the Verducci works; only family gets to succeed."

Her comments are not wrong, but you never thought of advancement. You nod your head to her and respond...

>A) Politely, keep her talking
>B) Dismissively, you were reading
>C) Write-in
>>
>>39736756
>Politely, keep her talking
>>
>>39736756
>>A) Politely, keep her talking
>>
>>39736756
>>C) Write-in

I wouldn't call myself an ambitious man, at least I don't think I am. Still trying to figure that out. What are your own ambitions?
>>
>>39736974
>>39736884
>>39736830

"That may be the case, but you never know, I could marry into the family." She laughs, "I don't think your estate is grand enough to be a viable marriage candidate for one of their daughters." She adjusts her sandy-blonde hair and continues, "Wouldn't it be better for you to be part of a Guild that values your skill and loyalty, rather than your ability to produce heirs?"

"Well, I'm quite talented at both actually," you respond to her with a knowing smile as she shakes her head, grinning, "I'm sure you are." You continue, shaking the glass in your drink, "However, I haven't thought of myself as ambitious, at least, not by my own counting. Perhaps I am and don't know it yet, I haven't found something to work towards. And you? What do you desire, Signoria Caranna?"

She pauses and thinks, "That is a very personal question, Sir Rugerio, weren't you taught that a man shouldn't pry into a woman's affairs?" You immediately respond, "The last woman who told me that was trying to run me to the altar. Is that your intention?"

The woman flushes a bit red and laughs again, "Your tongue is as quick as your blade, it seems. Very well, I'll be forward with you. I desire to run the Furies one day, but with Cruel Genny in command, it seems unlikely that I'll be able to. You surely have heard about her prowess in combat?"

>A) No I haven't
>B) Yes I have
>C) Change topic
>>
>>39737047
>>A) No I haven't
>>
>>39737047
>>B) Yes I have

But not from sources I would call reliable. If you have a first hand account I would be interested in hearing it
>>
>>39737047
>No I haven't
>>
>>39737081
>>39737123
>>39737119

"I haven't, actually. I know very little of your Guild." She leans forward, almost conspiratorially, and speaks, "Well, Genvieve is not only the Guildmistress, but she's also the Red Queen, one of the four primary rulers of the Twelve Dagger Islands. This is not an extremely common fact to outsiders, but it's as true as the Mother's word. She carries two items that are plundered from the Lost Continent, a spear that leaves wounds that never heal; they say she can smell the bearer of those wounds across the seas, and a ring that keeps her young and firm. She is nearing her eightieth year, but is as youthful as I." You nod your head, "Truly those are impressive items. There is much to be found in the Lost Continent."

She sits back in her chair, "You know, the relationships between the Guilds are not all equal, there are some who call friends more honestly than others. If you were interested, I could perhaps have you meet a more worthy Guild representative and get you out from the Verducci's thumb. How does that sound?"

>A) Write in
>>
>>39737231

You and I both know just how willing Verducci is to let go of an investment. But I would be willing to meet with this representative. I would not be much of a tradesman if I did not hear out offers.
>>
>>39737231
Not as of now . We have some affairs to get in order.
>>
>>39737279

"You know that the price will not be low for such a deed. The Verducci are well known for being....rather invested in certain things involving their money. However, I could be convinced to meet with such a representative."

She smiles and whispers now, leaning very close, "There is an event at the Longshoresman's Guild tomorrow morning, an exhibition of pugilism, I'm sure one such as yourself would be able to enter without great difficulty. I will be there, and if you are willing, after the event, I can get you to speak to a very convincing person."

"I'll be there." You say to her and with a final nod she stands up and heads out, wearing a fine wide-brimmed hat to protect her fair skin from the pounding Darrowan sun.

"How very strange..." you mutter to yourself, recalling the offer from earlier. What possible reason could two different Guilds have for you to be in the same place. At the very least, why would these two individuals want so badly for you to be there.

>A) Investigate the Longshoresman's Guild
>B) Go somewhere else (write in)
>>
>>39737279
>>39737231
This
>>
>>39737479
>A) Investigate the Longshoresman's Guild
>>
>>39737479
>>A) Investigate the Longshoresman's Guild

How much time is left until our operation on the ship coming in?
>>
>>39737479
>A) Investigate the Longshoresman's Guild
>>
>>39737583
>>39737629
>>39737641

[We have 2 more days.]

Alright, you resolve, you'll investigate the Longshoreman's Guild. However, it will be difficult to enter there without proper authorization, and being caught could be seen as an act of inter-Guild espionage. So, subtlety will be key.

How should we go about our investigation?

>A) Buy your way in, hide your Guild affiliation and pretend to be an enterprising businessman looking for workers.
>B) Sneak your way in, you were trained in the basics of stealth, but being caught could be ugly.
>C) Lie your way in, sometimes your tongue is the best key possible.
>D) Fight your way in, this one seems like a bad idea, but you suppose it is possible.
>E) Talk your way in, you do have a valid reason to look around, changing Guilds is....extremely rare, but it's not unheard of.
>>
>>39737708
>Lie your way in, sometimes your tongue is the best key possible.
>>
>>39737708

I was thinking more along the lines of finding the bars around the local guild office and talking to th eoff-duty (hopefully drunk) members of the guild there. If getting into the guild itself in paramount then

>A) Buy your way in, hide your Guild affiliation and pretend to be an enterprising businessman looking for workers.

Pretend to be an independent shipwright looking into building a vessel.
>>
>>39737824
>>39737757

You start thinking of ways to get in, but before you do so you pause and calm yourself down. The best thing, you rationalize, would be to just go around town and find some Guildsmen and talk to them. Information flows easier from mouths than it does from locked doors.

A few quick stops and some questions asked and you arrive at a run down hovel that has loud music and the sound of conversation pouring out of it into the streets. A few women are around the front of it, dressed as proper ladies, but with no hats, a typical sign of low class. They whistle and beckon you forward, "Are you lonely, signori? I am very good company." One of them beckons you but you just politely nod your way past them and head into the building.

Jovial loud music fills the air as a trio of musicians blare away at loud horn music, the air thick with nestleweed smoke, which stings your nose just from the smell of it. It's easy to tell the Longshoresman's Guildsmen from the regular run of the mill workers, the regular workers aren't nearly so big and tough looking. This is a Guild that prides strength, courage, honesty, and duty more than anything else. Each man's left hand is a badge of pride, a different design being cut into and scarred on them for each great feat they have achieved.

You find yourself a seat at a lone table and remove your hat and coat. A haggard woman steps up, "Signori, welcome, what'll it be?" You decide to order...

>A) A hard knuckle drink
>B) Something elegant and tasty
>C) Water
>>
>>39738059
>A hard knuckle drink

Blend in.
>>
>>39738059
>>A) A hard knuckle drink

What is our tolerance at?
>>
>>39738219
>>39738204

You haven't had that much to drink, nothing out of the ordinary for a man of class like yourself, since you got the arm. Hopefully it won't affect you too negatively. "Widower, double strength." You order and the woman snorts, "Tough guy, huh? Alright, you got it." She heads back to the bar to mix up your drink. At nearly 150 proof you could light matches with your breath after a few of those, best to be careful. This isn't the place you want to go drinking yourself under the table.

The Guildsmen around the bar are hunched over and sharing stories about their various tours of duty. You decide to listen in on a few...

"Yeah, back in Iyakoa I worked for this Duchess, prettiest pair you've ever seen, and I'm not talking about her hairstyle. Anyway, she calls me up in the dead of night and I'm thinking, hey, my lucky day? So I go up to her estate, and she's waiting for me with a knocked over statue. Thing's as big as a horse, and she asks me to set it back up on the balcony. So I'm already worn out from the day, but sure enough I haul that thing up the stairs and set it right. I come down covered in sweat. She keeps an eye on me, and we go back down. Her husband's waiting for me at the bottom of the stairs, sees me dripping sweat and her in her nightgown. Well, the Duke tries to call the guards on me so I have to knock him out and run, on a whim I ask her to come with, and wadda ya know? Here we are, five years later, and that harpy is my wife." The men around the table laugh and break into another story.

The woman returns with a dark liquid-filled glass, "Here you go, signori. Anything else I can get you?" You decline and set to drinking. The alcohol burns hard the whole way down and makes your arm feel like its on fire, probably reacting oddly with your medicine.

Now, how to approach the situation.

>A) Join a random table
>B) Join the storyteller's table
>C) Start a fight
>>
>>39738452
>Join a random table
>>
>>39738452
>>A) Join a random table

Ask if they are going to the Exhibition
>>
>>39738452
>>B) Join the storyteller's table
>>
>>39738685
>>39738647
>>39738491

You stand up and sit down at a random table. "Evening, gentlemen." The men at the table nod once at you, a general sign of acceptance. "I hear there's a fighting exhibition at your Training Facility tomorrow." The men stay silent for a bit before one of them pipes up, "How'd you find out about that, Verducci?" You grin, "You can find out a lot of things, besides, I'm being brought there to show my skills." That draws a laugh from them. You tolerate their laughs until one of them wipes his eyes and calls out, "Oye, Shoresmen, this Verducci thinks he's one of us." All eyes are now on you as the man puts his huge left arm on the table, tattoos and scars running up and down the length of this arm, "You think you're tough? A fop like you? How tough are you?"

How tough are you, huh? Well, let's see, how to show them how tough you are....

>A) Write in
>>
Rolled 3, 8, 10 = 21 (3d10)

>>39738817

...armwrestle?
>>
>>39738817
>>39738864
This works, but let's not use our mech arm
>>
>>39738817
Well we don't have any nails to eat (without any milk).

I am honestly drawing a blank on this one, either a drinking contest or a test of strength.

Also I have to bounce early again, it was good to see you tough QM, wish work would stop interrupting
>>
>>39738817
"Well barring the use of my....prosthetic (waving our metallic appendage comicly) what say you to a simple test of strength, loser covers the victors tab for the night. Will that work for you?"
>>
>>39739144
>>39738900
>>39738881
>>39738864

You roll your left sleeve up and flex it, the servos whirring as you grin, "I don't think even you're tough enough for this, so I'll give you my flesh and blood arm." You put your right arm on the table and the man swats at your hand with his own. "You think that's even gonna be close to enough?"

He puts his left arm down on the table, wriggling his fingers as his tendons bulge like rigging, "I can take anyone, metal arm or otherwise." You grin and put the metal arm on the table. He grips it tightly and two of his friends draw knives, something you don't fail to see, but refuse to react to, as they stab them up through the wood on the table, causing two spikes to poke out where either of your hands will rest should you lose. "Let's do it, fop."

The band kicks up a daring tune as his arm bulges, swelling in size like a wave about to crash on shore, and he forces your arm hard. You tighten your arm, the gears whirling faster and faster, and the feeling of it pulling on your skin growing as you resist his incredible strength. This man is nothing short of a monster.

The whole bar at this point is watching as you grit your teeth, clutching to the other side of the table, as he does the same with his right arm, both of you leveraging your bodies against the strength of your arms. As you press against his arm, neither of you moving more than a few unsteady shakes, a gout of steam bursts out from your forearm, and you can hear the sound of the metal starting to strain. His strength is frankly inhuman...you begin to fear for your arm's safety.

>A) Pull out, let him win
>B) Keep fighting, the arm can handle it
>C) I refuse to lose! (Spend 1 Spirit)
>>
>>39739380
>>C) I refuse to lose! (Spend 1 Spirit)

KOTOWARU
>>
>>39739380
>>B) Keep fighting, the arm can handle it.
And even if the arm fails the worst that happens is that we prove we are not one to back down from a challange, probably net us some respect all the same.
>>
>>39739553
And also we'll be in immense pain and will be left armless for the upcoming mission.
>>
>>39739553
>>39739500

You will not surrender, you say in your mind, not here, not right now. This may just be an armwrestle in a bar, but it's more than that, it's your new self taken to its limit.

You squeeze the man's hand as tight and hard as you can and push, feeling your shoulder start to bleed a little as you hear something break, something delicate sounding, like glass, in the arm. You feel it as well, a cold sensation snaking down to your elbow from the middle of your forearm. And then suddenly your arm is blazing red hot.

You don't just push the man's hand onto the knife, you smash it so hard through the table the knife snaps when it meets your hand and nearly twists his arm out of the socket. The man roars out in pain and the rest of the bar is stunned in silence before someone lets out a loud whoop. Roars of approval and laughter fill the air as you lift your arm, a deep groove dug into the table from your elbow's motion, and you flex your arm, a blast of steam filling the whole room nearly as you shake the arm out, the cold sensation running out and the arm's temperature returning to normal. The steam floods out into the night and everyone laughs before someone grabs you around the shoulders, "That's quite the arm! You're like a human Aero, lad. What's your name?" You ignore his sour smell and speak up, "Rugerio."

"Let's have it for Iron Rugerio!" Assorted cheers and noise as people try to come in to pat your back and mess with your very neat ponytail as the man you beat, clutching his shoulder, offers you his left hand in a shake and when you take it steps hard into it, returning the shoulder to its socket. He rotates the shoulder and grins, the blood dripping to the floor, "I've only once met someone as strong as you, Rugerio, it was an honor to wrestle, and I will wear that scar with pride."

He scoops you up and supports you on his shoulder, "Who wants to buy this motherless bastard a drink!?" A nearly universal cheer fills the room.

(1/2)
>>
>>39739711

A few blurry hours later, lots of drinks, lots of warm embraces from men, and warmer touches from women, and you're back out on the streets in Sanza Serena. You can't even think straight but it's strange, your arm has never felt more alive, you can feel the wind on every inch of your metal flesh, and you can remember very clearly. Images of times past float past you, like leaves on a river.

You remember the last time you drank like this was with Andrio and Gervicio when you got accepted into the military. The two of them, night and day opposites, linking arms with you and the three of you howling a song that you picked up from the Aeromen aboard your training ship. Wine flowed like water and your head felt lighter than air. So too does it now, but unlike the vomit that flowed freely after, memories flow now.

One of the Longshoresmen is half-carrying half-leaning against you, the two of you stumbling down to an inn with women close at hand, of course. As you walk you see images that you didn't want to think about, but can't stop from coming...

~~~~~~~~

"Oersky!" A voice from down on the deck pierces the haze and you clutch the wheel tighter, "Sir, we've spotted a Gaspardic ship, a Vengeance-Class and it's getting close." You draw your officer's blade, "Not to worry men, they'll harry us from here, but they won't dare board, it'll be a breach of accord."

Sure enough, not thirty seconds later guns ring out, skimming across your Aero's nose and bouncing off the Blade. Yet, none of those were meant to bring you down, after all, it would be an act of war. A small silver disc appears in front of you, your Gate Keeper, "Captain, I am detecting something strange. The enemy ship has no Gate Keeper on it." You wave your hand, adjusting levers and monitoring dials, "It's no issue, maybe they lost theirs in an accident or something. I heard there were pirates in the area." His voice goes quiet, and the disc vanishes.

(2/x)
>>
>>39739711

Yeah, these guys are way better than our clan.
>>
>>39739908

You see the ship very clearly now, a disgustingly large vessel, a bloated and swollen balloon coated in armor and some strange cheymically treated hide to make it fire immune. A small carriage floats above you. Without a Gate Keeper inter-ship communication would be impossible. So, you have your men close the gun ports and lower altitude as a show of non-aggression.

Suddenly, the Gaspardic ship's exhaust, usually pale white like your own, becomes dark grey and black. It drifts onto the deck and sticks to the wood. When the scent reaches you it smells like death itself. You hack and press your left hand to your mouth, coughing hard. Suddenly, a sound like a burst pipe fills the air and you shield your eyes with your left hand, looking up at the enemy vessel. Something hits your arm and you can see the flesh on your arm vanishing, like water on a stove top, and you scream out in pain, but you can't move your arm, after all, the muscle is gone at this point. You lock the levers, keeping the ship's trajectory level, and collapse onto your back. All you can feel is pain.

Your vision is fading and suddenly a figure stands above you, the sun at his back, and you can't quite make out his appearance. He carries a bag in his right hand, the same bag that had....what in it....one of your men picked it up on your latest port stop, said it was from the Lost Continent. What was it? You never liked that man, and ignored him most of the time. The mysterious man's hand reaches down and grabs your neck, then darkness.

~~~~~~~

You vomit hard, the phantom pain of your arm's loss and the booze catching up to you. The Longshoresman laughs as he pats your back and the women scurry off. "Ah, scared off the game, lad." His accent is thick and rough, he's from those rebellious Aressen swamps. Your arm is burning and your head pounding.

>A) Try to block out the memories, use the old medicine.
>B) It's fine, you need to see this. Drink Minvera's safe medicine.
>>
>>39740055
>It's fine, you need to see this. Drink Minvera's safe medicine.

Apologize for not handling our liquor.
>>
>>39740055
>>B) It's fine, you need to see this. Drink Minvera's safe medicine.
We are not who we think we are! The game is afoot
>>
>>39740055
>>B) It's fine, you need to see this. Drink Minvera's safe medicine.
>>
>>39740264
>>39740214
>>39740142

You reach into your vest and produce the vial of Minvera's medicine and drink it. It tastes horrible. Truly, truly horrible. It's saccharine and obnoxiously sweet, losing the Albrecht's Bane really hurt its potability. Still, you choke it down and your head stops thundering, at least from the arm, and you can feel your arm return to normal.

"Sorry, sorry, got a bit turned upside down there." He laughs and hoists you up on his shoulders, "It's no big deal, there's always a hunt tomorrow. Care to catch some rest at the Shipyard? Since you're supposed to be there in the morning, it'll make things easy for you." You nod and he mostly carries you to the Longshoresman's facility, a place called the Shipyard. You look around the halls and feel your head spinning, the memories filling you up again...

>A) Listen to the memories
>B) Observe your surroundings, you're inside the Longshoresman's Guild!
>>
>>39740295
>>B) Observe your surroundings, you're inside the Longshoresman's Guild!
We can listen when we sleep
>>
>>39740295
>Listen to the memories

Priorities.
>>
>B) Observe your surroundings, you're inside the Longshoresman's Guild!
>>
>>39740295
>>A) Listen to the memories
From the sounds of it our guild has pretty much sent us to attack what may be our brothers ship once the ball starts rolling. We'd better get our brain in shape before we make a horrible mistake
>>
>>39740529
>>39740498
>>39740449
>>39740316

You take note of your surroundings. Portraits of hard-looking men and women line the walls, men with missing teeth, women with cuts and bruises, all of them looking proud and happy as can be. These are good hardworking people. Twisted pieces of metal, obviously done by hand, and ropes as thick as your leg are on the wall with dates and times.

The man is chattering on about something and tosses you onto a bed that is clearly made for some sort of giant. As you look up, vaguely hearing something about a reservoir under the bed and water by the window, you think about the visions of your past.

~~~~~~~

"Tullio," you look up from the workbench where you glancing at schematics of something...something important? The paper you're reading from is in a clearly different language, but you have notes upon notes. But this thing... It was called the....

"The Universal Key can wait another afternoon, can't it?" It's a woman's voice, and it's not your mother's. A woman with a truly dishonorable dress is leaning against the door-frame. You're on your ship, the Mother's Prudence. She is all legs, hips and chest all the way up, and you stand up and she wraps you up in her arms.

~~~~~~~~~~~~~~

You wake up suddenly with a start and it's early morning, dawn. Your arm aches and you feel pretty decent, actually. You drink nearly the entire carafe of water and wipe your face. "The Universal Key...." you mutter to yourself, rubbing your head, "What is it? Mother's mercy, help me." You shake your head, the memories seemingly having dried up at this point.

With nothing else to do you wipe your shirt off and try to straighten it into your trousers as you pull on your jacket and head out into the halls.

Immediately you see a huge line of people. The person right outside your door, a short woman with a shorn head and a bandage across her nose, glances at you, "Hey, what are you doing here, Verducci?"

(1/2)
>>
>>39740694

Before you can speak up, however, another voice calls out, "Ah, Signori Rugerio, it's good to see you accepted our invitation." It's the workman from the park, Michaelo Ferrenzi. You grip his hand and shake it.

"Make way, you lot, teacher coming through." The crowd parts and lets the two of you past into a big open room, one of those gymnasiums that have become so popular since Euken Sanzo made world news as the "World's Most Perfect Man" for his incredibly physique.

In the middle of the room, standing between two human-sized training dummies is a solid looking woman with short brown hair and a hard-as-nails look. "In our world, there's no such thing as fair play. Some guttersnipe from Daggers wants you dead, you don't break out the rope, you break his ribs!" Her voice is loud and authoritative, piercing the room as she smashes the wooden post holding up a dummy with her bare hands. Her clothing is fairly standard workers attire, but most notable is the massive and ornate belt she wears.

She pauses and looks at you, "Ah, the man and the machine. Everyone, this is Rugerio, and I was told he put on quite the display of Pugilism at the park. Now, don't look down on him cause he knows how to fight like a proper gent, he knows how to look like one too." A slight chuckle and clap starts up as she brings you into the middle of the room.

"So, I hear you tore up the town yesterday, as well as one of my fellow Guildsman's arms. That's something else from a Verducci. Glad to have you." She extends her hand and you grip it, feeling her callouses and strong fingers. "You can call me the Professor. Now, let's get started with some training."

[And that's all for tonight]

[As always, please sign up for the twitter if you're interested in following Quest news. Also, please send an email to captainoersky@gmail.com if you want to help develop the system behind the game. We'll be back Wednesday again! Thanks for the game, and we'll be taking questions.]
>>
Thanks for running! Looking forward to the next thread.



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