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The world is flooded. Few islands dot the oceans, and fewer still are the settlements upon them. What kind of flood is it?
Sand: A vast desert coats everything in sand. Dunes the size of small mountains dot the landscape, and the sands are well over a thousand meters deep away from the shallows. Massive sandworms hunt landsharks under the surface, and only rocky plateaus provide safe haven for landwellers.
Forest: Trees several kilometers tall block out the sun, and shallower places are concealed by undergrowth. Weird creatures, both fey and fell haunt the depths. Mountains rising above the trees show only a flat horizon of green.
(HARDMODE)Depths: Nothing inhabits the depths, it's barren stone with not even a speck of life. Water occasionally drips into mud pits, but it is otherwise dry and silent. Yet somehow people go missing when wandering these wastes, and sometimes even islands above the deadzone will disappear.
Tectonics: The lower landscape is coated in geyser from which lava spews forth onto sharp obsidian. This landscape can change completely in days, going from granite flats to flooded magma fields in a single week. Strange animals inhabit this molten world, and they do not like visitors.
Deadlands: A wave of necrosis clings to the lower atmosphere, smothering the weak and sickening the strong. Undead roam this black fog, hunting the few creatures of a dismal ecosystem. Even islands are not safe, for on nights when the black fog retreats, the dead rise in a horrifying tide, breaking against city walls like waves on a cliff.
Water: just regular water. You can't see the bottom outside the shallow zones, but careful sailors can navigate the sea and its monsters. Just don't stare too long at the depths, or you might start having strange dreams.
>>
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For rolls We'll use best of 3. Depending on abilities this may be 1 BO3, 2 BO3, or 3 BO3.
Crit success is >=95, crit fail is <=5.
Species and abilities will be chosen later.
>>
>>4427869
>Depths

What could go wrong
>>
>>4427869
>Depths
It's obvious this is the one OP had the most ideas for.
>>
>>4427869
>Forest
>>
>>4427869
>Dunes
Lets get our sandskimmers goin' bois
>>
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>>4427883
>>4427892
You're sure you could have slept forever, were it not for the birds picking at your eyebrows. The black feathered menace flies off as you rise. It's bright out, and the sun has just peeked over the horizon, bringing morning warmth.
What happened? You look around, seeing that you're stranded on some strange boat made of metal and steel. Look over the edge you see a flat landscape, a depressing grey one one side, and a muddy silt flat on the other. You can see a colossal cliff in the distance, but the sun is shining against your face, making it hard to tell exactly what on said cliff.
>>
You're naked but injured, and you take a second to visually check your (blank) for injuries. what's your species?
Bioluminescent blue tissue: Shadneel, good night vision and hearing, light and agile, but are weak and have less durable bones. Unique-Can empower there own magic. Mutation-Magic resistance. +2 magic.
Red fleshy muscle: Prime-Biotic, Variable biology, usually weak skin and muscles, but are strong and heal quickly. Blood is mildly acidic. Unique-Can temporarily multiply the power of all mutations. Mutation-Shapeshifting. +2 mutation.
Tan Leathery hide: Corrupted, slow moving and weak senses, but have skin as tough as leather and organs can partially function while damaged. Possess symbiotic bacteria that assist the immune system. Unique-resistant to the negatives of Curses and immortality effects. Mutation-Regeneration. +2 curse/immortality.
Dark chitin plates: Kin, tough chitin shell and antenna that grant an amazing sense of smell, but need to eat a lot and are nearsighted. Can communicate through pheromones signals. Unique-Your physical abilities, strength, speed, durability, healing, stamina, immune system, etc are more powerful. Mutation-Enhance. +1 mutation, +1 curse/ immortality.
Shiny tin armor: First-of-Steel, skin is as tough as aluminium and incredible pain tolerance, but are slow and have vulnerable internals. Can communicate through body language. Unique-Shift power between magic and mutations. Mutation-Strength. +1 magic, +1 mutation.
Smoke covered body: Wanderer, naturally quiet and fast in short bursts, but have low stamina and find bright lights distracting. Release a pleasant smelling smoke that's different for each Wanderer. Unique-Create temporary tools that can empower mutations, magic, or curses/immortality. Mutation-Super Senses. +1 magic, +1 curse/immortality
Black white porcelain: Shapely, ceramic shell which is durable but cracks easily, but the rest is variable depending on the caste. Males are weaker but faster than females. Unique-Shapely have no particular racial ability, but are better generalists. Mutation-Speed. +1 magic, +1 mutation, +1 curse/immortality,
Normal colored skin: Human, tough skin and bones, but slow speed and difficulty learning magic. Humans can easily mimic a variety of sounds. Unique-Humans adapt to environmental changes and damage. Exposure to sunlight will cause your skin to darken and resist radiation, exposure to cold makes you build up insulating stores of fat etc. On the extreme end, each time your bones break, your skin is punctured, or your muscles are torn, it heals to be more durable than before. This also develops a resistance to magic, elemental, and mental effects. Mutation-Endurance. +1 magic, +1 mutation, +1 curse/immortality, +1 any.

are special traits. choosing the depths gives you 2 choices. You will have later choices between magic, mutations, and curse/immortality.
>>
>>4428011
>Red fleshy muscle

Full mutation run baby
>>
>>4428011
>Black white porcelain
>>
>>4428011
>Shiny tin armor
>>
>>4428011
>Red fleshy muscle: Prime-Biotic, Variable biology, usually weak skin and muscles, but are strong and heal quickly. Blood is mildly acidic. Unique-Can temporarily multiply the power of all mutations. Mutation-Shapeshifting. +2 mutation.
>>
>>4428011
>>4428027
>>4428093
>>4428113
I'm going to walk the dogs. I'll be back in like half an hour. I'll use whatever has the most votes, or go with Alternate History Civ rules. AkA first vote is tie breaker.
>>
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>>4428027
>>4428123
Prime biotic
Your muscles are out on display but with a thought a gray covering molds over yourself, creating a dress made out of skin. With this you feel good enough for a short walk, and pull yourself out of the boat.
At least you think about it, before realizing that the boat is resting about a hundred feet above the ground. It seems to be suspended by 6 spider-like legs, each of which has a metallic spike on the end. One of the legs is dangling in the wind, but the others seemed locked in space, like tiny floating islands.
you search your floating ship. It's about the size of a sailboat, with a single cabin. It's got a bed, and plenty of storage underneath. You feel your muscles flex as you work through several components and compartments. You wonder how you should look. What gender do you assume? Can you describe your body? what shape your body should shift into for now? This can be changed freely at any time.
pick 1 positive trait anything from the other species' non unique traits.
>Faster
>Tougher skin
>Agility
>Write in

pick 1 negative trait anything from the other species' non unique traits.
>Organs can partially function while damaged
>Low stamina
>High Caloric requirement
>Write in

>or pick no positive and no negative traits.
>>
>>4428214
T0 |Shapeshifting, Regeneration| Endurance, Strength |
T1 |Flesh Shaping Super Body|
T2 |Ultimate-Survivor|
T3 Absorbance
T2 |Mana Projection|
T1 |Flight True Sight|
T0 |Speed, Enhance| Magic Resistance, Super Senses|


You get 1 mutation from your species, already in bold. to get a higher mutation you must have a mutation 1 tier below it. you can take the top and bottom 8 mutation without any prerequisites. Higher tier mutations get extra powers from lower tier mutations.

Shapeshifting: You can mentally select a different body type and you will slowly change to fit it. Changing something like hair color means all hair that grows from the point of selection will be that color. Changing something like height would take about a week per inch. You can’t change your species, or develop anything not present in your species, but other than that the sky's the limit. You can shapeshift into other people if you can memorize there features. The greater your ability to regenerate or heal the faster you can change. Prime-Biotic unique: You shapeshift 8X as fast.

(since I fucked up that last post)crown^^ are special traits. You would normally have 1 choice, but choosing the depths gives you 2 choices. You will have later choices between magic, mutations, and curse/immortality. These are chosen at the end.
>>
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>>4428234
Fucked up formatting!
fixed!

T0: (1)Shapeshifting, (2)Regeneration, (3)Endurance, (4)Strength, (5)Speed, (6)Enhance, (7)Magic Resistance, (8)Super Senses
T1: (A)Flesh Shaping, (B)Super Body, (C)Flight, (D)True Sight
T2: (Alpha)Ultimate-Survivor, (Omega)Mana Projection
T3: (0)Absorbance
T?: Super Power^^ mutation
>>
>>4428214
>Agility
>Organs can partially function while damaged
I assume this one means our internals are more vunerable
>>
>>4428268
+1
>>
>>4428268
That would be correct.
>>4428234
Forgot to mention, you have 2 mutations to chose, on top of the shape shifting you already have.
>>
>>4428268
>>4428327
Alright, adding
>Regenaration
>Flesh shaping
>>
>>4428268
>>4428346
+1

>>4428327
can we get the other stuff later?
>>
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>>4428353
If you got access to other species you might be able to take there mutations.
>>4428346
>>4428353
There's still plenty of sunlight to burn. Your body is already in an undefined state, but a few quick shifts gives better form. You give up some internal structure to lighten yourself and tighten up important muscles, giving you a very lean, almost anorexic look. Thankfully your well defined muscles pad you out, giving a layer of protection.
+Agility! You're better at controlling your body and reacting quickly. This helps with things like dodging, acrobatics, and contortion.
+fragile organs:( Your internal organs are pretty frail. They won't shatter on impact, but any wound that gets past bone is going to shut down some important stuff.
+Mutation: Regeneration! Your body constantly renews itself, forming new flesh to replace damaged and missing parts. You regenerate 2000X times faster. You can heal a light wound in 5 minutes, and a deep wound in 30 minutes. This is especially powerful for larger injuries like missing limbs. A missing limb will grow back in 2 weeks. Prime-Biotic unique: You regenerate 2X as fast.
+Mutation: Flesh Shaping! You can shift your body's mass around and create new organic structures. Fix damaged organs and limbs by shifting biomass away from other systems, double your body's density to store mass for flesh shaping, and regenerate at 10000X, enough to heal a light wound in 1 minute, and a deep wound in 6 minutes. Like regeneration this is especially powerful for regenerating limbs, you can regrow a limb in 3 days. This regeneration uses your own biomass, so you only have so much to use. Finally You can form things like bone armor or razor claws from your mass, so long as it can be made with your body's materials. Shapeshift synergy: You can mimic any species, but not unique traits or mutations, and you can shift your entire body in a single day. Regeneration synergy: you can regain a limbs worth of biomass in 4 hours, and a full body's worth of mass in 24 hours, with other healing effects decreasing this time. Prime-Biotic unique: you regenerate 2X as fast, shapeshift 2X as fast, and regain a limb/bodies worth of biomass 2X as fast.

Multiplicative effects stack. For story purposes, exact numbers will be ignored, but general traits, such as fast shapeshifting will be used.
>>
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>>4428477
Magical circuits
You find a single small tattoo on your body while shapeshifting. It disappears when you're not actively focusing, but otherwise it seems normal. Staring at it for a minute, a memory stirs. The tattoo represents (Blank).
What is its element?
>Order
>Entropy
>Creation
>Destruction

What is its concept?
>Body
>Structure
>Elemental
>Memory
>Write in.
>>
>>4428518
Entropy Complete
A wild child, chaos incarnate. Endless Growth and Change. Storms, mutations, decay, birth, growth, these are you game.
>>
>>4428518
>creation
>body

Fits with what we choose before this
>>
Rolled 2, 2 = 4 (2d2)

>>4428532
>>4428551
Rolling for element, and rolling for concept.
>>
>>4428518
>Entropy
>Memory
>>
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>>4428650
>>4428662
Level 1 Creation Circuity(Clone)
The tattoo sinks into your flesh, and you can feel an electrical tingle through hidden networks of body mind connections. Like an amoeba your body splits, leaving two where once there was one.
+Magic! Your magic has manifested as the ability to create clones of your own body. These clones have mutations and curses/immortality half as powerful as you, but are only half as smart. They also lack any magic. At your current level you can maintain 3 clones.
+Auxiliary circuit: True Clone! by summoning only a third as many clones you can make there mutations and curses/immortality just as powerful and they have your intelligence, making them fully independent. They are totally loyal, obey any and all orders you give.

Now that you think about it, this boat is really dusty, and looks at least a hundred years old. How did you survive so long? Some quick poking of your clones reveals an uncomfortable fact. What's so bad? Pick 1 curse/immortality. All have some way of extending your lifespan for the known future.
The curse of...
>Aging
>Cracked flesh
>The decrepit
>Everliving
>Undeath
>Death
>Slumber
>Write in
>>
>>4428687
>Slumber
>>
>>4428687
>Slumber
>>
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>>4428707
>>4428715
Turns out most of that dust was from some Chrysalis you can form, which breaks down into fine black powder. You clones seem to become near impossible to damage while coated in this rock, but they can't move, talk, or even think. How long were you in this state for? And more disturbingly, what was damaging enough to create so much powder?
+Curse of Slumber! You now need to hibernate for at least 60 days a year. This hibernation can be separated through the year, so you could hibernate an extra 4 hours each day, or hibernate a whole day away each week. While hibernating your body forms a stony structure like a statue or chrysalis, and you enter a state of cryptobiosis. This stone shell is extremely durable, and regenerates as fast as you do. While in hibernation your body is 10x as durable, has no physical needs, and heals 500X as fast. Finally, your physical condition cannot worsen while hibernation. For each hour spent hibernating and/or sleeping you can age you 2 hours younger or older.

You feel as if you're forgetting something really important. What is it?
Choose 2
>A superpower mutation^^ (Combat form or Undying)(can be chosen twice): Mutations that give superhuman feats.
>Negation type MagicalCircuitry^^ (choose another concept): Magic that negates elements of nature and other magic.
>Curse of the tomb^^ (dollhouse or tombstone)(can be chosen twice): A place where you will resurrect whenever you die.

I've gotta sleep. Tomorrow will be actual action.
>>
>>4428745
>A superpower mutation^^ (Combat form or Undying)(can be chosen twice): Mutations that give superhuman feats.
>Negation type MagicalCircuitry^^ (choose another concept): Magic that negates elements of nature and other magic.
>>
>>4428745
>Superpower mutation x2

Full on mutant
>>
>>4428745
>>Superpower mutation
>Negation type MagicalCircuitry^^ (choose another concept): Magic that negates elements of nature and other magic.
>>
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>>4428750
>>4428871
>>4428916
Your crimson form has some hidden potential. Your bone and blood seems to twitch in response to your thoughts.
Choose 1 superpower mutations from your existing base mutations
>Shapeshifting>Combat Form: A temporary form which enhances all physical attributes and provides natural armor/weaponry.
>Regeneration>Undying: Increased regeneration, can recover from any injury that doesn't doesn't destroy the brain and heart.

In a moment of clarity, you feel through your body's existing circuits, and find another set. This one feels strange, more like empty space than any kind of energy.
Choose 1 Concept for the Negation Circuitry
>Emotion
>Contract
>Time
>Write in
>>
>>4429149
>undying
>time
>>
>>4429149
Combat form, because it is cooler
Time
>>
>>4429149
>Shapeshifting>Combat Form: A temporary form which enhances all physical attributes and provides natural armor/weaponry.
>Time
>>
BioEvo quest? I've been waiting for this! Let's go fags
>>
>>4429149
>Undying
>Time
>>
Rolled 1 (1d2)

>>4429157
Phone posting cause no WiFi.
>>4429188
>>4429261
>>4429319
Rolling for Undying Vs combat form. In the future, Do you guys prefer rolling or first response as tie breakers?
>>
>>4429157
>>4429319
>>4429188
>>4429267
[b]+Super power mutation: Undying![/b] You regenerate 30X faster, and so long as at least 50% of your heart or brain is intact, you will recover from any injury.
[b]+ Level 1 Negation circuitry(freeze)![/b] you can freeze either an object or an area around yourself in time.


I’ll post full powers and abilities list when I can use my computer again. In the meantime.

Well, you’ve figured out the basics of your body(s) at least. now then, what to do. Your trapped on a “boat” a hundred feet above the ground. Your also running low on food. And some voice in your head is yelling that your on a timer? [i]What will you do?[/i]
>Search the “boat”
>Try and start the “boat”
>Jump down, you’ll probably survive.
>Write in
>>
>>4429364
>Jump down, you’ll probably survive.

We're practically invincible so why not
>>
>>4429364
>>Search the “boat”
>>
>>4429368
+1
>>
>>4429364

??? the Prime-Biotic
Body: Your body is exceptionally thin, coated in a layer of mean muscle and taught tendon. This makes you exceptionally agile but means less internal fat, leaving you with vulnerable organs. Your natural biology means that you have thin skin and fragile muscles, but your stronger and heal faster.
Prime-Biotic Unique: Multiply mutation

Mutations-Physical Ability: 0
Shapeshifting
Regeneration
Flesh Shaping
Undying^^

Magic Circuitry-Magic Skill: 0
Level 1 Creation Circuity(Clone)
-Auxiliary circuit(True Clone)
Level 1 Negation Circuitry(Stasis)
-Auxiliary circuit(Reaction)
-Auxiliary circuit(Range-Volume)

Curses/Immortality
Curse of Slumber

General Skills
-------------------------
+Prime-Biotic Unique:Multiply mutation! 10 minutes a day, multiply the power of all mutations. This time can be split up, and is stored over the days it isn't used up to 1 hour stored.
+SuperPower Mutation: Undying! You regenerate 30X faster, and so long as at least 50% of your heart or brain is intact, you will not die. Prime-Biotic Unique-regenerate 2X as fast, and can’t die so long as 25% of either organ remains.
+Level 1 Negation circuitry(Stasis)! Freeze an object with a certain square volume, or you can freeze everything within a radius of yourself. T1 10 seconds, Cooldown 25/150 second.(25/150 is cooldown for volume/everything around you, respectively). T0 1 second cooldown 1.25/10 seconds. Each tier has its own cooldown separate from other tiers. You can cast at T1.
+Negation Auxiliary circuit(Reaction)! Negation instantly happens as a reaction to some event happening, such as being hit by an arrow. Conditions must be set beforehand. This casts 1 tier lower than your level.
+Negation Auxiliary circuit(Range-Volume)! Your normal square volume and radius for casting is 1 meter. This circuit can increase this by 10X, but decrease the Tier by 1.
>>
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>>4429368
>>4429431
Well, looks like you should take the plunge. Your hold you breath and step off the edge. It might help to land in a way you can heal from quickly. Legs first, head last, try and bounce.
Roll 1d00 for toughness.
Best 2 of 3, DC 100.
>>
Rolled 41 (1d100)

>>4429469
>>
Rolled 94 (1d100)

>>4429469
So, uh, maybe not the best idea I guess looking at that DC, let's see that regen in action.
>>
>>4429462
also i thought we had creation circuitry
>>
Rolled 18 (1d100)

>>4429469
Bonking time
>>
Rolled 56 (1d100)

>>4429469
>>
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>>4429473
+41
>>4429480
+94
=135
You hit the ground... Hard. You snap both you legs in the process, and definitely burst a kidney. The breaks heal in a few minutes minute, but the shock lasts a lot longer. after catching your breathe, you Make a mental note "pain is still a thing". Well, your now on the ground, and have a better view of things. The eastern cliff has you in its shadow for now, and you can see some pocks in it. Nearby are some fallen crates, spilling out supplies covered in rotten food. To your north is plane of barren stone. To the south, a silt flat a few feet deep. Where do you go?
>East Cliff, maybe you can stay in the shade.
>Fallen Crates, probably something scavengeable.
>Barren Stone, best to leave any potential danger, at least nothing will sneak up on you.
>Silt Flat, time to play in the mud:) who knows whats in this muck?
>Write in

>>4429485
The formatting made it look weird. General skills is blank right now, everything under the line is new stuff. I was just giving more info on the new abilities.
>>
>>4429514

>Fallen Crates, probably something scavengeable.

lets scavenge first, then wander out towards some of these "islands", do we see anything other than the eastern cliff?
>>
>Make one clone, tell him to go scavage supplies from the crates while you go to the Barren Stone
>>
>>4429514
>Fallen Crates, probably something scavengeable.
>>
>>4429514
>Fallen Crates, probably something scavengeable.
>>
>>4429514
>>Fallen Crates, probably something scavengeable.
>>
>>4429526
>>4429534
>>4429536
>>4429542
Its still uncomfortable being lost with no memories of where you are, what you are, or even who you are. Your instincts tell you to go into the open stone, but logically you should at least salvage something. For a second you ponder, before realizing the easy solution. Quickly making a true clone you walk into the rocky wastes, and have the new you grab anything important. You walk for an hour, cresting the horizon and leaving behind that "boat."

Clone POV: The Crates are full of mostly rotten wood and food, but there are a few books. And even some jars of preserves. The original would want these. You'd look more, but a splash of mud makes you hesitate. Turning around, you don't see anything. yet... those silt flats look closer than your remember. And a lot wetter. What would the original want you to do
>Keep scavenging, quickly though.
>Take what you have and run. Hopefully nothing follows.
>Investigate. New information is worth more than some journals and fruit. Besides, your disposable.
>>
>>4429579
>>Investigate. New information is worth more than some journals and fruit. Besides, your disposable.
>>
>>4429579
>>Investigate. New information is worth more than some journals and fruit. Besides, your disposable.
>>
>>4429579
>Investigate. New information is worth more than some journals and fruit. Besides, your disposable.
>>
>>4429579
>Investigate. New information is worth more than some journals and fruit. Besides, your disposable.
>>
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>>4429585
>>4429596
>>4429615
>>4429642
Careful now. You drop of the book and jars, best not to risk them. Turning around, the silt suddenly a lot closer. Like, a foot away. You spin around, the sun whirling in your eyes, your head getting lighter, dizzy. The crates are so far now, when did you walk away from them. Somethings, wrong, what did you forget? Oh noo, its happening again... Keep calm! Grit your teeth, closer your eyes, breathe... like cold water to a fire, your focus cools you down and fill your head. When you open your eyes the cliffs shadow is gone.
Bink, the sun rises higher, you feel hotter.
Blink, your a foot deep in silt.
Blink, your not alone. Out in the sun, a heat mirage is approaching, getting closer by the second. Backing up you hit something hard, under the mud, and your afraid to look.
"i'm disposable, I'm disposable," This mantra repeats in your head, over and over, as you slowly turn and look down. Under your feet is a chrysalis, one of yours a clone buried in the sludge hibernating to better preserve itself. And by its neck is cloth wrapped around something. The mirage is burning hot, and getting closer. What now?

>Dig out the chrysalis before you burn.
>Grab the cloth wrapped object and run.
>Fight through the haze and stop the mirage, somehow.
>Write in.
>>
>>4429675
>Fight through the haze and stop the mirage, somehow.
>>
>>4429675
>Fight through the haze and stop the mirage, somehow.
>>
>>4429675
>Fight through the haze and stop the mirage, somehow.

My theory is that whatever it is, has mind altering powers. Whatever knowledge about this threat we can get is more important than the rest.

What is our main body doing? still walking?
>>
>>4429675
Can the clone feel the main body's location?
>>
Phone posting
>>4429689
There is no connection between clone and individual at the current magic skill. However, the clone has full intelligence, and this place is easy to track people in.
>>
>>4429675
>>Fight through the haze and stop the mirage, somehow.
>>
>>4429685
Main body POV: Your nose is awfully itchy. You found a rock to rest under. It keeps the sun off and theirs a bit of dry silt to rest on. At least until your clone gets back.
"What taking me so long?" you wonder aloud.
>>
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>>4429681
>>4429683
>>4429685
>>4429689
>>4429718
Whatever it is, your not going to outrun it. Steel you nerves and breathe deep this burning air. You are going to survive. You rip your legs out of the muck and charge straight into the haze. Your vision starts to burn, and the world twists within the mirage. Soon you skin melts, muscles burn, but constant healing keep you alive. Unfortunately, your heating up, if you don't do something soon, your delicate organs are going to cook. You don't think your brain or heart will survive that.
the sky has turned red, and your eyes are burnt beyond use. all that left is to push through.
Best 3 of 3. 1d100, DC 125, CR 175.
>>
Rolled 59 (1d100)

>>4429963
holy moly
>>
Rolled 63 (1d100)

>>4429963
watch me roll a 1 and we turn our brain into soup
>>
Rolled 83 (1d100)

>>4429963
>>
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>>4429974
+59
>>4429975
+63
>>4430015
+83
=205:
Its not enough to just move, you need to run. And run you did, even as painful heat cooks you alive, filling your nose with the sickening stench of boiled steak. You would have broken down in pain if not for one crystal solid fact: "I'm disposable."
It feels like just a second, though you know it must have been at least a full minute of exertion. Slowly your vision returns, the heat burning slower than you can heal your body. Your muscles barely work, but should be cool enough to heal in just a moment. And in that moment you see fire. A blanketing inferno surrounds you, but it has no heat, just light.
You wake up and look over yourself. No serious damage, not even a significant loss of biomass. Though there are some gaps in your memory. Doesn't matter, time to brink back some loot.

Main body POV: Its been another hour, and the sun has reached the zenith, negating any hope of cooling from this boulders shadow. But just as you prepare to carry on in search of better shade someone yells out for you. "I HAVE RETURNED!" In one hands is cloth, wrapped around something. It reveals some books, jars of preserved fruit, and a journal that looks bound in solid stone.
"The silt flats started getting close to me, so I went to investigate. Then there was fire, but it wasn't, and I did something, then it was red, and I fell asleep. But I'm here now! And this stuff is super important, though I don't remember why."
It would seem your clone is both delirious and amnestic. At least it got something.
The clone goes on to describe a weirdly familiar stone statue, time skips, and something important it can't remember.
What now?
>Read the books.
>Read the journal.
>Search for shelter.
>Write in.
>>
>>4430049
>Search for shelter.
>>
>>4430049
>Search for shelter
>>
>>4430049
I gotta sleep, ill get back at it Tomorow.
>>
>>4430049
open the jars and split bio-mass between yourselves.
>>
>>4430049
>>Search for shelter.

>>4430101
thanks for running OP
>>
>>4430049
>Search for shelter.

if we can get the clone useful, or make a new one we should probably try to read the journal while the clone does so.
>>
>>4430049
Read the journal.
>>
>>4430130
Considering you have no source of food, it seems reasonable to pack some calories. Thankfully your clone didn't lose any biomass in that "fire" so theirs plenty to share. All the jars split between you and your clone should keep you going for 2 days.
"Thank you original." The clone seems to be recovering with this injection of much needed electrolytes. How damage was caused by the heat? You wonder if its related to your memory loss.

>>4430175
"Why are you looking at me like that?" The clone notices your gaze. It's kinda useless right now, and who know how long it would take to get better? On the other hand, if you just replace it with a new clone it wont pass on any of its hard earned observations. What a conundrum.
Optional vote: any other clone?
>Keep the current clone. Your not in immediate danger.
>Ditch this clone. Its not like it cares.
>Write in.

>>4430071
>>4430093
The suns pretty hot, but the thick atmosphere above seems to be keeping you from getting heatstroke, for now. Still your going to need somewhere safe to bunker down, especially if that fake fire your clones babbling about isn't a hallucination.
Search for shelter: best 1 of 3. 1d00, no DC.
>>
Rolled 1 (1d100)

>>4430737
>Keep the current clone. Your not in immediate danger.
I assume you meant a d100
>>
Rolled 75 (1d100)

>>4430737
>Keep the current clone. Your not in immediate danger.
>>
>>4430737
>>Keep the current clone. Your not in immediate danger.

HAAAH, nat 1, what a great start.

if the roll doesn't go through, kill me.
>>
>>4430756
Guess what
https://www.youtube.com/watch?v=-2ySzV-HGxM
>>
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>>4430770
c'mon OP, it's a best of 3 after all. r-right ?
>>
>>4430737
>>
Rolled 42 (1d100)

>>4430737
>keep the current clone

lets have it speak while we walk, and if its able to read, have it read from the journal while we walk.
>>
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>>4430751
Super critical: fail
>>4430752
75
Getting lost here would be bad. Getting stuck would be worse. Ending up back where you started just as the sun sets? That takes the cake.
Blink, your back at the boat. Except the boats gone, and so are all the crates. The sun is maybe an hour from setting, so at least you have time to-
Blink, the silt is at your feet, cold mud touches your fleshy feet. The sun is about to set. You struggle to keep your eyes open but its a lost cause. The clone is staring silent at the cliff. "Now I remember... Sunset was important. Its when they become real again."
Blink, the last rays of sun warms your thin skin, but somehow you feel so cold. Something like worms are coming out of the cliff divots. Your clone is gone, all the items now carried by your hands.
You have one moment to save yourself.
>Fight. You can't see whats in the cliff or under the silt, but you can feel there mouths open wide. And you are a very hard pill to swallow.
>Dive. dig into the silt and hibernate. Hopefully whatever lies below isn't as hungry as the cliff.
>Climb. Get to the cliff. Some of those holes are empty, and if you can climb fast you can hide in one.
>Run. Fuck this, if you can escape the silt you could outrun these things. Speed and endurance will see you through.
>Write in. Calm down and think. There gotta be clever solution.
>>
>>4430840
>Freeze the ground below you, run in the opposite direction of where ever the silt is coming from, form three clones, and get them to distract whatever comes after you and if everything else fails, slumber.
>>
>>4430840
>Fight. You can't see whats in the cliff or under the silt, but you can feel there mouths open wide. And you are a very hard pill to swallow.
>>
>>4430903
+1 on this
>>
>>4430903
+1
>>
>>4430903
>>4430930
>>4430941
>Freeze the ground below you, run in the opposite direction of wherever the silt is coming from, form three clones, and get them to distract whatever comes after you and if everything else fails, slumber.
Well, since you seem to be clone short, might as well get some new ones. Three copies tear off from your body and spread out. You yell out orders, sending one to the cliff and silt, and another to guard your back.
You tear out from the muk and get ready to run. The sun sets below the horizon and all goes silent, even as you scream with exertion.
Something is holding your ankle, pulling you deeper.
Focus, breathe, magic. best 1 of 3. 1d00, DC 75.
Clones: Fight to the death 1d00, DC 60, CR 80. (Ill count the first three rolls for each clone in order Cliff>Silt>Guard)

AKA roll 2d100, first for the original, second for the clones.
>>
Rolled 97, 57 = 154 (2d100)

>>4430969
let's a go
>>
Rolled 96, 14 = 110 (2d100)

>>4430969
Do we even have ice magic
>>
>>4430983
>Do we even have ice magic

>+Level 1 Negation circuitry(Stasis)! Freeze an object with a certain square volume, or you can freeze everything within a radius of yourself. T1 10 seconds, Cooldown 25/150 second.(25/150 is cooldown for volume/everything around you, respectively). T0 1 second cooldown 1.25/10 seconds. Each tier has its own cooldown separate from other tiers. You can cast at T1.

we have this
>>
Rolled 57, 37 = 94 (2d100)

>>4430969
Lets go boys, wroom wroom.
>>
Rolled 55, 11 = 66 (2d100)

>>4430969
>>
>>4430982
97 critical success! 57 fail
>>4430983
96 critical success! 14 fail
>>4431023
57, 37 fail

When you exhale a burst of pinpoint accurate magic is released. The first freezes whatever is in the silt for a second, which might as well be an eternity for you to get away. More importantly, it also seems to negate the effects of the silt, turning the ground back into solid stone. For your second trick a shock of negation magic stuns everything around you. You don't look back as you run, tracing along the cliff while running north.
Cliff clone POV: Those things in the cliff take a solid form the second the lights gone. This obscures there form as they strike with sharp pedipalps. You hold your ground, regenerating as you take hits, but every time you look right at them your vision swirls. unfortunately, one gets past you, and lurches into the silt.
Silt clone POV: Hold this position and last. All you have to do is distract whate-
Guard clone POV: Looking back was a bad idea. Painful shocks detonate in your brain, and one clone just got sucked into the silt before it turned back to stone. But you did see a worm get past the cliff clone, and the silt clone isnt here to stop it. Your to slow to jump in the way and you have no weapons to throw.
"..." you silently scream, and as the jaws close around th-
-There crimson form is gone. It froze everything in the nick of time, including you. As the other worm turns to you, there's no pain, just the satisfaction of a job well done.
Original POV: Keeping the cliff to you right as you run eventually leads you out of danger. There are no more pockmarks on the cliff, and sunset is at least two hours past. You approach the cliff and rest, staring into a pitch black sky.
Your safe for now.[b/] [What now?/i]
>Climb. You'll have to feel your way up, but maybe its safer higher up?
>Sleep. Now's a good time to rest. 8 hours is enough.
>Sleep. Might as well go straight to the morning. 12 hours is good.
>Write in. Its pitch black out, but if a blind kid can do so can you.

(You got some benefits from this, but I'll add them to the sheet later. work calls)
>>
>>4431135
>Climb. You'll have to feel your way up, but maybe its safer higher up?
I am pretty sure avoiding killer worms is a bigger priority than sleep.
>>
>>4431135
>>Make three clones, order them to keep watch while you sleep.
>>
>>4431135
>Climb
>>
>>4431135

??? the Prime-Biotic
Body: Your body is exceptionally thin, coated in a layer of mean muscle and taught tendon. This makes you exceptionally agile but means less internal fat, leaving you with vulnerable organs. Your natural biology means that you have thin skin and fragile muscles, but your stronger and heal faster.
Prime-Biotic Unique: Multiply mutation

Mutations-Physical Ability: 1(+5)
Shapeshifting
Regeneration
Flesh Shaping
Undying^^

Magic Circuitry-Magic Skill: 1(+5)
Level 1 Creation Circuity(Clone)
-Auxiliary circuit(True Clone)
Level 1 Negation Circuitry^^(Stasis)
-Auxiliary circuit(Reaction)
-Auxiliary circuit(Range-Volume)

Curses/Immortality
Curse of Slumber

General Skills
None


----------------

+Physical Ability! All this exercise has improved your body. You're now capable of minor athletics like running a marathon or lifting heavy weights.
+Magic Skill! It seems that the constant use of your magical circuitry is making them more “conductive” so to speak. You can now feel how many clones are active/asleep, and feel when one dies. Your negation circuit now works at a range of 4 meters, and can freeze noncontinuous objects, such as a person and there clothes.
>>
>>4431135
>Sleep. Now's a good time to rest. 8 hours is enough.
>>
Rolled 1 (1d2)

>>4431183
>>4431206
Climb

>>4431188
>>4431258
Sleep
>>
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>>4431183
>>4431206
Its really far up, like a thousand feet tall. Thank whatever deity you worship, theirs some outcroppings you could rest on.
>>
>>4431323
Fuck, I only posted half of it!

best 1 of 3. Roll 1d100+5. DC 70
>>
Rolled 27 (1d100)

>>4431396
>>
Rolled 76 + 5 (1d100 + 5)

>>4431396
>>
>>4431440
76 success
I'm just gonna take this because I gotta sleep.

It takes a few hours in the dark, and a few falls, but you make it half way up the cliff face to an outcropping. Feeling out the stone shape in the pitch black reveals a shallow cave. Thankfully its worm free, but there does seem to be a body. Its skin is smooth, and hairless, but otherwise its species is unknown. Should you stop here?
>No, keep climbing.
>Yes, sleep.
>Yes, study the body.
>Write in.

Night, I gotta get to the lab early tmorrow.
>>
>>4431632
>Yes, study the body.
then sleep. speaking of which, sleep thight, qm
>>
>>4431632
>Yes, study the body.
>>
>>4431632
>study the body, if it seems non-hostile/non dangerous, sleep.
>>
>>4431632
>>4431795
Supporting.
>>
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>>4431637
>>4431686
>>4431795
>>4431855
The body is chilled, at least compared to the high temperatures of a Prime-Biotic. Its wrapped in a soft shawl, but otherwise wears no clothes. Putting a hand under its back reveals muscles without skin. This poor things back was flayed, and by the feel it was not a gentle processes. Most horrifying is a portion where the flesh has been ripped aside, revealing the spine. You do manage to find some useful items however.
+Water Skin!
+2 Books!
+Backpack(full of dried carrots and mushrooms, enough to last 20 days)
It would normally be impossible, but in this perfect black you see specks of glowing blue on your now bloodied hand. Well, whatever this thing was, its dead now. Sleep is a little hard with the corpse next to you, but dreams come quickly.
That night you dream of the night sky, but its full of strange white dots, vaguely twinkling.
Since the cliff is east facing the sun doesn't directly hit you, but when you break your hibernating shell its light enough to see. The vast granite plain is empty horizon to horizon. Last night discovery is still there, though now you can see better. Its body is a deep blue and it has markings around its mouth. Faint memories tell you its Shadneel, explaining the glowing blood. It must have died recently if it was still luminescing.
There plenty of time till next sunset. use it well.
Pick 2 actions for the day.
>Read the scavenged books. Titles like, "Circuitry for Beginners", and "Prime-Biotic Dietary supplements"
>Read the new books. "Shadneel Scavenging" and "Treatise: Shapeshiting and Flesh Shaping"
>Read the Journal. It has no title, and is bound in stone.
>Climb. The second half is easier, and the daylight will keep you from missing any handholds.
>Write in.
>>
>>4432079
>Read the scavenged books. Titles like, "Circuitry for Beginners", and "Prime-Biotic Dietary supplements"
>>
>>4432101
+1
>>
>>4432079
>>Read the scavenged books. Titles like, "Circuitry for Beginners", and "Prime-Biotic Dietary supplements"
>>Read the new books. "Shadneel Scavenging" and "Treatise: Shapeshiting and Flesh Shaping"
>>
>>4432079
>Read the Journal. It has no title, and is bound in stone.
>Read the scavenged books. Titles like, "Circuitry for Beginners", and "Prime-Biotic Dietary supplements"
>>
Rolled 1 (1d2)

>>4432150
.Read the new books
>>4432263
>Read the journal
>>
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>>4432101
>>4432119
>>4432150
>>4432263
>Read the scavenged books
Damn, that first clone made a great find! "Circuitry for Beginners" is a hard read, but it cleanly explains how magical circuitry functions both in the body, and in crafted devices. Some of the more advanced concepts go over your head, but you learn some good training exercises, and can use the book as a reference manual in the future.
+Skill: Basic Circuitry! You can now analyze and understand magical circuitry. This allows you to learn the properties of studied creatures and items, as well as use crafted devices. You now have the option to train your magic skill, raising its level by 1.
The other books aren't nearly as useful. There's an interesting cookbook, some blank papers, and a dietary guide for carnivorous species. That lasts ones kind of nice, since it has a food pyramid for your own species, the Prime-Biotic. However, the entire pyramid is just different types of meat. That not really a concern for a flesh shaper, since you can mimic the biology of other species.

>Read the new books
These books are pretty boring, but give a lot of good info. "Shadneel Scavenging" goes over how a species sustained by vegetables and Fungus, with a bit of magic, can supplement there diet in the wilderness. Its probably not nearly as helpful in this flooded world, but on an island you'll never have to worry about food.
+Skill: Shadneel Scavenging!
The second book "Treatise: Shapeshiting and Flesh Shaping" doesn't tell anything you don't already know, with the minor exception of how to study the internals of a creature to assist in your own shapeshifting.

Phew. Even skimming through those books took almost the whole day. The suns going to set soon, and you don't want to be caught unprepared again. How do you defend yourself?
>Hibernate+clones. 3 weak stupid clones will guard this cave.
>Hibernate+clone. 1 smart strong clone will keep an eye out.
>Climb. Its risky, but if you move fast and don't fall you could be in a much safer position.
>Write in. You still have an hour before sunset

PS. Whenever someone asks I can post the current character sheet.
>>
>>4427869
hi guys
>>
>>4432375
>Hibernate+clone. 1 smart strong clone will keep an eye out.
Since it's a cave 1 can cover it enough
>>
>>4432398
+1
>>
>>4432375
>Hibernate+clone. 1 smart strong clone will keep an eye out.
>>
>>4432392
hello
>>4432398
>>4432476
>>4432480
Best to tuck in for the night. Whatever is out there is not something you will deal with. Your chrysalis forms easily and your conciseness fades gently into the night.
Sleep tight best 1 of 3. 1d00, no DC.
>>
Rolled 44 (1d100)

>>4432489
>>
Rolled 20 (1d100)

>>4432489
>>
Rolled 23 (1d100)

>>4432489
>>
>>4432500
>>4432531
>>4432503
Olof
>>
>>4432536
those were bad rolls guys
>>
Rolled 65 (1d100)

>>4432500
>>4432503
>>4432531
Rolling for stealth
>>
>>4432500
>>4432503
>>4432531
Strange dreams fill your mind. You awake to find yourself trapped in a cave, cracked tunnels spiderweb through the granite. You can hear some slithering sound deep in the caves. But when you try to end the hibernation, nothing happens. You cant wake up!
The slithering is getting louder. What do you do?
>Stay and fight.
>Run and find the exit.
>Hide in a crack.
>Write in.
>>
>>4432561
>Hide in a crack.
Strange dream
>>
>>4432561
>Hide in a crack.
>>
>>4432566
>>4432571
best 1 of 3. 1d00, DC 75.
>>
Rolled 7 (1d100)

>>4432614
holy shit
>>
>>4432614
local quest dies from bad rolls
>>
Rolled 53 (1d100)

>>4432671
forgot roll
>>
Rolled 53 (1d100)

>>4432614
>>
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>>4432626
>>4432674
>>4432678
You frantically feel out the walls, but nothing big enough to hide in. The slithering stops just behind you. The darkness stops any kind of sight, but this creature feels big enough to hit.
[TIMETOFIGHT!]

??? the biomorph
HP 100 + Fleshshaping(100HP) + regen(25/turn)
DR 5
ACTIONS
>Attack: best 1 of 3, 1d00.
>Flesh shape weapon: +5ATK costs 25HP
>Flesh shape armor: +5DR costs 25HP
>Write in.

Slithering dark?
HP 150
DR 5
>>
Rolled 72 (1d100)

>>4432807
>Flesh shape weapon: +5ATK costs 25HP
>>
Rolled 4 (1d100)

>>4432818
Your not trained with any weapon, but quickly growing some bone claws augments your attack. Your first strike is strong, tearing through some kind of waterlogged material.

??? the biomorph
HP 100 + Fleshshaping(75HP) + regen(25/turn)
DR 5
ACTIONS
>Attack: best 1 of 3, 1d00.
>Flesh shape weapon: +5ATK costs 25HP
>Flesh shape armor: +5DR costs 25HP
>Write in.

Slithering dark?
HP 77
DR 5

The entity strikes at you, tearing jaws into your flesh
>>
>>4432833
The jaws graze you, but newfound physical ability has you diving just as you hear the lunge.
4-5=0

??? the biomorph
HP 100 + Fleshshaping(100HP) + regen(25/turn)
DR 5
ACTIONS
>Attack: best 1 of 3, 1d00.
>Flesh shape armor: +5DR costs 25HP
>Write in.

Slithering dark?
HP 77
DR 5
>>
Rolled 25 (1d100)

>>4432836
Let’s gooo
>>
Rolled 60 (1d100)

>>4432836
>Attack: best 1 of 3, 1d00.
>>
Rolled 86 (1d100)

>>4432836
>>Attack: best 1 of 3, 1d00.
>>
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>>4433022
86+5-5=86
without your sight the only chance of survival is a grapple. As you hold the dark entity your mind starts to go blank, but you hold through, eviscerating more damp material with claws. After a minute of digging the struggling stops. Your mind starts to clear.

Slithering dark?
HP 0
DR 5
DEAD?

The tunnels have grown damp, like a flooded cave. Creeek a sound like old wood, but its deep below you. Feeling through the tunnels shows some distant lights, like the sky dots in last nights dream.
There is time to dream...
>Explore down. Its awfully wet down there.
>Explore up. Higher is general safer, when it comes to a flood.
>Wake up. That's enough fun for one night.
>Write in. Then again, you are fully lucid in this dream, be a shame to waste it.
>>
>>4433074
>Wake up. That's enough fun for one night.
>>
>>4433074
>Wake up. That's enough fun for one night.
>>
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Welp, I'm of to bed. Sleep well, ignore the nightmares.

>>4433086
>>4433088
Your sure whatever in and out of these caves is just great, but now is not the time to risk your life.
Clone POV: Well looks like your job is done. Its still pitch black out but the original has awoken. Its only been 8 hours, but lethargy is already setting in. You were a little worried about those noises at sunset, but nothing came for you.
Original POV: Your well rested despite that nightmare, or perhaps because of it. The clone immediately notices your waking up via the magical link you share. You grunt in pain as you pull out a splinter from your hand. How did that get there? And why is it so wet? Where did this come from!?
+Item: Waterlogged wood!
Its really dark. is there anything to do
>Sleep. You've could just sleep till morning light, the danger of sunset is well past.
>Climb. This cave is nothing but trouble, and your ass is cramped.
>Write in.

Seriously, where did this wood come from? It smells like salt.
>>
>>4433122
>Sleep. You've could just sleep till morning light, the danger of sunset is well past.
And I thought op would give us a real d
>>
>>4433122
>Sleep. You've could just sleep till morning light, the danger of sunset is well past.
>>
Phone posting
>>4433126
>>4433148
You briefly consider admonishing the clone, but you know it did the best you could have done. With that thought you go back to sleep.
Waking up to this place isn’t as bad as you thought. The sunbeams from behind the cliff illuminate a vast field of granite, It’s gentle rolls glow white in the sun. You and your clone stand at the entrance of the cave, enjoying the view.
[i]Time to stop sightseeing.[/i]
>Dissect the shadneel corpse. Gross, but some extra shape shifting ability is nice.
>Climb. Two nights you spent in this cave. The corpse is starting to smell.
>Drop. It worked with the “boat.” Back into the depths. Talking about the boat, it was missing when you ended up back at the cliff. Weird.
>Write in. Still a lot of stuff to figure out.
>>
>>4433711
>>Dissect the shadneel corpse. Gross, but some extra shape shifting ability is nice.
>>
>>4433711
>Dissect the shadneel corpse. Gross, but some extra shape shifting ability is nice.
>>
Phone posting
>>4433722
Withou tools it’s imprecise and messy, but you manage to peel of the skin.
+Shadneel biology: You can now take on the traits of a Shadneel. Good night vision and hearing, light and agile, but are weak and have less durable bones. Can bioluminescence blue light.
>Climb up
>Drop down
>Write in.
>>
>>4433732
>>Climb up
>>
>>4433732
>Climb up
>>
>>4433732
>Climb up
>>
>>4433732
is it possible to just get the night vision for our eyes? in that case, we should keep this on, considering the shitty light.

>climb up
>>
>>4433768
You can take positive traits when paired with negatives. Your physical ability determines how many “free” traits you can get. Currently you can get 1 extra free trait. There’s a little leeway though, since I’m adapting this from another system.
>>
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>>4433747
>>4433751
>>4433759
>>4433768
You pack your bag and start climbing. Its not very hard, but its does take a while. As you ascend the slope levels out, and soon your hiking up a steep mountain face. High above you can see a forest, marking a sharp cutoff from the depths. This high up you can see that the cliff is actually a mountain with steep dropoffs on all sides. The top is mostly flat, with plenty of plant and animal life. To the west are more of the mountains, likely forming a range. What the plan?
Each takes 1 week
>Explore the island. There's plenty of caves around here, and both above and below the depths. And plenty of old things hidden around the surface.
>Map out the area. If you leave around midnight you can get to the other islands before sunset. Also check out everything around the mountains.
>Craft a shelter. You've got plenty of caves for shelter and storage, but its not comfortable. Fortifying a cave with wood, leaves, and dried mud will keep moisture out and heat in.
>Train. You've both a guide on circuitry, and a feeling your going to need it.
>Write in. A whole week. What possibilities to exploit!
>>
>>4433842
Explore the island. No point crafting a semi-permanent shelter if the island's too dangerous/resource poor to sustain us.
>>
>>4433842
>>Explore the island. There's plenty of caves around here, and both above and below the depths. And plenty of old things hidden around the surface.
>>
>>4433842
>Explore the island. There's plenty of caves around here, and both above and below the depths. And plenty of old things hidden around the surface.
>>
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>>4433855
>>4433880
>>4433893
The islands caves run deep. Its not dangerous in the upper layers, but you can hear quite slithering sounds below. You have found a few caves that lead to the cliffs, so you can get up and down easier. The island has plenty of trees, and theirs lots of mushrooms growing in the detritus. Exploring the above ground reveals a worn down shack. Its got some big holes in it, and the furniters been torn up by wildlife, but theirs a fire place and some tools. Finally, theirs a tall peak at the center, on top of which you find a some tent skins, a metal pot, and a large knife.
+Item: Axe!
+Item: Camping gear!
This island is about a mile in diameter. A week well spent. What next?
>Fix up the house.
>Map out the local islands and surrounding lands.
>Train you magical skills.
>Write in.
>>
>>4433855
+1
>>
>>4434001
>fix up the house, then train magic.
>>
>>4434001
>Train you magical skills.
>>
>>4434004
+1
>>
>>4427880
Fucccck
these alien chicks are hot
>>
>>4434216
>>4434015
>>4434004
If your going to be spending so much time here you might as well have a nice house. Scavenging a few nails from the old furniture is the first step, then you board up the holes. Decayed items are thrown out into the depths. All the blankets are eaten by moths, and there's no candles for light, but its a home. With the help of clones its a breeze to make a livable space.
The next week is spent catching up on sleep and training magic. You focus on the feelings of energy in your circuits, analyzing each path they take. Mostly its just freezing things midair, and testing the bounds of your clone sense.
----------------

??? the Prime-Biotic
Body: Your body is exceptionally thin, coated in a layer of mean muscle and taught tendon. This makes you exceptionally agile but means less internal fat, leaving you with vulnerable organs. Your natural biology means that you have thin skin and fragile muscles, but your stronger and heal faster.
Prime-Biotic Unique: Multiply mutation

Mutations-Physical Ability: 1(+5)
Shapeshifting
Regeneration
Flesh Shaping
Undying^^

Magic Circuitry-Magic Skill: 2(+5)
Level 1 Creation Circuity(Clone)
-Auxiliary circuit(True Clone)
Level 1 Negation Circuitry^^(Stasis)
-Auxiliary circuit(Reaction)
-Auxiliary circuit(Range-Volume)

Curses/Immortality
Curse of Slumber
-0 hour deficit.

General Skills
Basic Circuitry
Shadneel Scavenging

Gear
Backpack
Waterlogged Wood
Axe

----------------
House obtained! There's always a safe place to rest after your travels.
+Magic Skill! Actually knowing how your own circuitry works fine tunes your magical output. You can now sense the location of your clones and tell what there general goal is. Your negation circuit can now freeze non solid objects, such as fire and water. Weirdly enough, time stopped gas and flame can be passed through normally. All cool downs are a quarter the time, letting you keep something continuously frozen so long as its within range.
>>
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Forgot to add camping gear and the +10 to magic

>>4434331
??? the Prime-Biotic
Body: Your body is exceptionally thin, coated in a layer of mean muscle and taught tendon. This makes you exceptionally agile but means less internal fat, leaving you with vulnerable organs. Your natural biology means that you have thin skin and fragile muscles, but your stronger and heal faster.
Prime-Biotic Unique: Multiply mutation

Mutations-Physical Ability: 1(+5)
Shapeshifting
Regeneration
Flesh Shaping
Undying^^

Magic Circuitry-Magic Skill: 2(+10)
Level 1 Creation Circuity(Clone)
-Auxiliary circuit(True Clone)
Level 1 Negation Circuitry^^(Stasis)
-Auxiliary circuit(Reaction)
-Auxiliary circuit(Range-Volume)

Curses/Immortality
Curse of Slumber
-8 hour deficit.

General Skills
Basic Circuitry
Shadneel Scavenging

Gear
Backpack
Waterlogged Wood
Axe
Camping gear

-----------------
You've been here a month. Its nice having an island to yourself, but theirs something more to life.
Whats your long term plan?
>Adventure: strike out on your own and find amazing things.
>Recover: Find out where all your memories went.
>Build: Find people, create structures, build a new nation.
>Write in: The possibilities are endless, especially with a life as long as yours.
>>
>>4434357
>Build: Find people, create structures, build a new nation.
>>
>>4434357
>Adventure: strike out on your own and find amazing things.

Let's just be a badass mutant mage who collects rare artifacts while improving on our magic.
>>
>>4434421
>>4434384
Gotta sleep, I'll write some more on the morning.
>>
>>4434384
>>4434421
Your consciousness is of two parts. One wishes to find others and end your lonely isolation. Another pushes you to strike out into the world. For now you reconcile them as an urge to explore. Whether you find power or people is a roll of the dice, but perhaps you will be satisfied by either. Or both?
Where to start?
>The deep caves. These places remind you of that nightmare, and you already obtained a magical object of questionable power from that dream.
>The islands. Your eyes aren't keen enough to see what rests on them, but they look green from far away.
>The silt flats. That place may be some kind of cursed, but its power is a magnitude above anything you’ve seen yet.
>Write in. Maybe there's work to be done before setting out?
>>
>>4435054
>The islands. Your eyes aren't keen enough to see what rests on them, but they look green from far away.
>>
>>4435076
I'll second this.
>>
>>4435054
>The islands. Your eyes aren't keen enough to see what rests on them, but they look green from far away.
>>
>>4435076
>>4435093
>>4435112
Give me a minute. I got work, and I'm trying to draw out a map.
>>
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>>4435076
>>4435093
>>4435112
>The islands. Your eyes aren't keen enough to see what rests on them, but they look green from far away.
The initial search isn't pretty. To the north is a steep slope into the depths, to the south the silt flats dominate, though there seems to be a colossal mountain out there. The east has ever more granite, with no major features besides a few caves.
North west is most promising. There's a range of small hills a few of which stick above the depths, and have moss growing on them. After a week of journeying you find an archipelago of 6 islands. The largest of these islands has smoke coming from it, but no visible fires.
will you investigate?
>Investigate. Go in the day when you have the best visibility.
>Sneak. Wait till night, then climb up the island. Well after sunset, of course.
>Go around. Skip the big island and check out the smaller ones.
>Write in.
>>
>>4435404
>Investigate. Go in the day when you have the best visibility.
>>
>>4435404
>Investigate. Go in the day when you have the best visibility.
>>
Rolled 4 (1d8)

>>4435427
>>4435465
No point in waiting. You slide down the slope of a nearby hill, and a short walk later brings to the cliffs of the island. The air fills with a wet smell, but not of sea water like the caves. No this is the smell of greenery and life. You brush aside waxy jungle leaves as you follow an animal trail. In the distance there is more smoke, carrying an acrid smell, yet there is still no sign of fire. What's causing it?
*Rustle* A sound in the leaves draws your attention, but as you turn to look at it you feel something sharp in your back, barely drawing blood. Humanoids emerge from all sides, and you're surrounded in seconds.
>>
File: Kin race picture.png (1.21 MB, 897x1447)
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>>4435502
They're covered in rough chitin and each has six limbs a piece. The chittering sounds they make have no meaning to you. They look strong and fast, and you are outnumbered 5 to 1. These bugs don't seem happy with you here. One in front of you wears a worn and torn red cape, maybe some kind of status symbol?
The spear in your back pushes hardred, drawing out a faint grunt from you. The insectoids are getting louder now, like cicadas screaming in your ears. Act quickly
>Attack. Even if you lose, your chance of actually dying is miniscule.
>Diplomacy. Those scratching sounds are familiar somehow, maybe you can talk them down?
>Run. There definitely faster than you, but will they follow you into the depths?
>Write in. Stay calm and think this through.
>>
>>4435512
>Diplomacy. Those scratching sounds are familiar somehow, maybe you can talk them down?
>>
Phone posting
>>4435516
Something is telling you these aren’t as aggressive as first impressions imply.
Best 1 of 3, DC 50
>>
Rolled 77 (1d100)

>>4435607
let's go
>>
Rolled 14 (1d100)

>>4435607
>>
File: Kin priest.png (988 KB, 764x1345)
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Sorry for not posting much. Been busy with work.
>>4435621
77 succes
You spread your hands to show your unarmed, and try to speak softly. However, before you can do so the caped insect whips out a sword and thrusts it at your neck. You close your eyes and suck in a breath of moist air, knowing that they can't permanently injure you, just make it hurt. After a few heartbeats without pain your eyes open. The sword is next to your neck, but is not aimed at you. Instead it is thrust towards the spear bearer, who now slowly backs up, easing the pressure on your spine.
The caped one chitters loudly, seemingly chastising the spear bearer. You are motioned to turn around, which reveals the spear bearer bowing to you
After this engagement the insects lead to a massive anthill, which is surrounded by smaller holes, some of which are releasing that same smoke from earlier. The hive interior is well lit, the ceilings covered in floating balls of light. Eventually you are brought before a robed priest, garbed in the same red as the caped insect.
“Whoo are yuv?” It buzzes out. Much to your surprise the creature speaks your language, albeit poorly. It does make you think though. Who are you?[i/]
>My name is... Search your memories for a name. There's got to be something right?(write in a name)
>Nobody. Your name is not important. Something else is.
>Write in. You are defined by something else entirely. What is it?
>>
>>4435884
>My name is... Search your memories for a name. There's got to be something right?
Hermann
>>
>>4435884
>My name is... Search your memories for a name. There's got to be something right?(write in a name)
>>
>>4435931
>>4435945
“My name is… Hermann. I am traveling in search of people, artifacts, and adventure.”
The insect buzzes quietly, confused by your statement.
“A stravnge goal. Few of ourz seekz such lifez.” It pauses. “But my mannerz are miszingz, I am Bzarzara, priestez of Anaphora, andz leader of this hive. Wez not had guestz for… ever.”
A new insect walks into the meeting chamber, setting down a wooden tray of assorted plants. The priest eats a few.
“Ourz god saze there iz ozzpitality for strangers, so ourz hive welcomes youz.”
“”I mustz azzk though… How did you come herez?
Can the bugs be trusted?
>Tell the truth. You woke up by one of the islands, and quickly learned to survive.
>Lie. Best not to reveal too much. (What do you say?)
>Write in. Let's change the topic.
>>
>>4435973
>Tell the truth. You woke up by one of the islands, and quickly learned to survive.
>>
>>4435973
>Tell the truth. You woke up by one of the islands, and quickly learned to survive.
>>
>>4435989
>>4436108
Ight, I gotta get to sleep. Hopefully I have less work tomorrow. Thanks for joining in this quest by the way, I appreciate it. :)

>Tell the truth. You woke up by one of the islands, and quickly learned to survive.
These creatures, no beings would be more appropriate, have been kind and gracious, not counting that rough start. You spend time discussing your own origins, and your new home. Bzarzara apologizes and says it was not right that your first sunset be alone. It is however impressed by your continued survival, and says that Anaphora must be watching over you. You politely deflect the topic, and talk about your powers, and the abilities of the Kin priests.
When it comes time to discuss there own kind she says that they are a species known as Kin. They are highly religious, and all Kin are born with knowledge of there god, its tenants, and its language. Bzarzara only knows your language from collections of old books.
The Kin are a race who abide by the laws of hospitality. So long as you tolerate there religious pestering, they will let you stay here. It seems that they have been cut off from the larger world for generations, and few know of anything beyond this island chain.
What are your plans with them
>Dominate. They are physically superior, and possess holy magic such as healing and blinding light, but the majority are loath to fight if they’re not outright pacifists.
>Quests. There's always work to be done, and for some reason the Kin are all unwilling to leave the islands like you are.
>Integrate. Slow and boring, but spending time with the Kin is a safe way to learn about this strange land.
>Write in. Of course, you're sure you can think of something better.
>>
>>4436145
>Quests. There's always work to be done, and for some reason the Kin are all unwilling to leave the islands like you are.
>>
>>4436145
>Quests. There's always work to be done, and for some reason the Kin are all unwilling to leave the islands like you are.
>>
>>4436145
>Quests. There's always work to be done, and for some reason the Kin are all unwilling to leave the islands like you are
>>
>>4436147
>>4436204
>>4436554
Why are the Kin so worried about the depths? It seems safe enough during the day.
“Zeh burning hazze hunts us. It emergrzes with the sunz riszing, can conszumes flesh and memorizes alike.”
Sounds familiar. You suppose that lacking your intense regeneration and being covered in hard shells, fire is exceptionally dangerous to them. But is there anything you can do? You spend half an hour conversing with the buzzing priest, learning of this threat. Most Kin can outrun the haze, but it's hard to see, and persistent in its chase. Sometimes, when the sun first rises the haze will even breach the depths, and flow onto the island itself. The only place free from its wrath are the silt flats, which hold dangers of there own. Perhaps you could find something in either place?
>Seek out the silt. The haze roams the edges, but can't penetrate into this muddy abyss.
>Delve into the caves. You remember hearing some kind of water down there. Maybe your own island has the secrets?
>Face the fire. Hands on research. You have magic, are a mutant, and have at least 1 artifact.
>>
>>4436668
>Seek out the silt. The haze roams the edges, but can't penetrate into this muddy abyss.
>>
>>4436668
>Seek out the silt. The haze roams the edges, but can't penetrate into this muddy abyss.
>>
>>4436681
>>4436821
You promise that you’ll find some solution out in the silt. It's going to take around 12 hours to get to the silt flats, meaning that a trip there and back will leave you vulnerable at sunset unless you find shelter in the flats.
You pack a few days worth of food from the Kin, who send you on your way with a variety of buzzing words you fail to understand. Like before, the sound tickles your memories, but nothing concrete comes forward.
You leave at midnight, so you can cover the ground in safety.
>>4433768
You adopt some of the Shadneels traits, enlarging your eyes and developing a reflective film over your retina. It's still dark, but no longer pitch black. At least you won't be fighting blind.
Your moving fast to beat the sunrise.
Best 1 of 3, 1d100+5, DC 75
>>
Rolled 43 + 5 (1d100 + 5)

>>4436875
>>
>>4436875
>>
Rolled 89 + 5 (1d100 + 5)

>>4436875
>>
>>4436938
>>
>>4436955
to roll is "dice+1d100+5" without quotes.
>>
Rolled 86 + 5 (1d100 + 5)

>>4436959
oh I know, my phone is correcting it into a word from my native language
>>
>>4436947
Running across the barren basalt in the dark is a scary experience, but at least you make good time. By sunrise you are already at the silt flats, knee deep in muck. In the distance you think you can see multiple heat mirages distorting light around themselves, but which are real and which are the burning haze is impossible to tell at this distance.
For now the silt and ooze is a normal black, and has yet to do anything unexpected. The only thing of note is the occasional hill that rises above the muck, and the massive island to the west.
Where do you go?
>The edge. Try and observe the burning haze from a distance, staying in the safety of the silt.
>Stay here. Explore the silt flat, your previous experiences have shown it to be a strange place.
>Large island. Obviously the most important feature here. It stands at least 500 feet above every other island, yet has no greenery on it.
>Write in. None of these things seem right, let's make a better choice.

>>4436968
Oh, I get that. My phone does the same thing.
>>
>>4437003
>Large island. Obviously the most important feature here. It stands at least 500 feet above every other island, yet has no greenery on it.
>>
>>4437003
>stay here
>>
>>4437003
>Large island. Obviously the most important feature here. It stands at least 500 feet above every other island, yet has no greenery on it.
>>
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>>4437029
>>4437042
That island’s as good a goal as any.
The trek there is long, especially when you have to trudge through foot deep sludge for most of the journey. The sun draws out a horrible rotting stench from silt, like a mass die off of fish. You look around, but can’t see any source of this foulness. Yet your muscles clench involuntarily, setting of prey instincts. The silt has turned a pale white.
Move carefully.
Best 1 of 3, 1d100, DC 65
>>
Rolled 97 (1d100)

>>4437058
>>
Rolled 3 (1d100)

>>4437058
>>
Rolled 80 (1d100)

>>4437058
>>
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>>4437081
97 critical succes!
You stay low to the ground and keep careful watch of the environment. As you stare out across the horizon, you start having double vision. As if seeing through two pairs of eyes simultaneously, you gasp at a dark sky filled with blue tints. This place is filled with water, so much you only catch glimmers of light above. The silt beneath is obscured by a passing shadow. In this other world you see a fish like being with colossal mandibles, swinging its head side to side in search of prey. In the real world there is only a vague rainbow glimmer in the sky, roughly correlating to the space of this creature.
As you creep away from the monster the vision fades, turning back to normal. Your waterlogged wood is practically dripping salty water.
You soon approach the island, having no more encounters. Its surface is pockmarked with caves like your own island. Its grey exterior stands out in stark contrast to the blue skies which make up its backdrop. The cliffs look too difficult to climb without special gear or powers. The yawning black caves seem to be your only choice.
>Caves up. Travel through the caves upward, to the heights of this monolith.
>Caves down. Like the caves on your own island, there is the smell of water, deep below.
>Write in. There's gotta be a safer way around this problem.
>>
>>4437187
>Caves down. Like the caves on your own island, there is the smell of water, deep below.
>>
>>4437187
>Caves up. Travel through the caves upward, to the heights of this monolith.
>>
>>4437187
>Caves up. Travel through the caves upward, to the heights of this monolith.
>>
>>4437202
>>4437246
After wandering the tunnels for just a minute you soon find the darkness is too oppressive, even for your sensitive eyes. Navigating like this will be very difficult, and you hear echoing across the rock walls. This place is dangerous.
How to navigate
>Bioluminesce. Taking another trait from the Shadneel your body glows blue, illuminating the path to you, and you to predators.
>Explore. Search around the tunnels for an easier way up.
>Sneak. Climb up vertical tunnels, and avoid any source of noise.
>Write in.
>>
>>4437286
>Sneak. Climb up vertical tunnels, and avoid any source of noise.
>>
>>4437286
>Bioluminesce. Taking another trait from the Shadneel your body glows blue, illuminating the path to you, and you to predators.
>>
>>4437311
+1
>>
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>>4437311
With even this dull light you can navigate the maze like system of tunnels. Soon you are rising, passing from cramped caves to spacious caverns one by one. But your light serves as a beacon, drawing in entities from the dark. Different from the slithering of your own caves, this sound is one clicking nails. You see it in the glimpses of your vision darting in and out of side tunnels, tracing back around to you. It's far larger than you, and clearly used to this dark place.
[TIMETOFIGHT!]

Hermann the biomorph
HP 100 + Fleshshaping(100HP) + regen(25/turn)
DR 5
ACTIONS
>Attack: best 1 of 3, 1d00.
>Flesh shape weapon: +5ATK costs 25HP
>Flesh shape armor: +5DR costs 25HP
>Clone: Takes a full turn
>Magic: Time freeze.
>Write in.

Bobbit monster
HP 150
DR 15
ACTIONS
>Jaws: 1d100+10, misses below a 50
>Claws: 1d100
>>
Rolled 39 (1d100)

>>4437442
>Attack
>Flesh shape weapon: +5ATK costs 25HP
>>
Rolled 54 (1d100)

>>4437442
>>
>>4437483
>>4437494
Hate to say it, but I'm a bit sick right now. Gonna have to cut it early. See you tomorrow hopefully.
>>
Rolled 52 (1d100)

>>4437442
>>
>>4437483
>>4437494
>>4437512
I'm not going to be able to post for a few days. If people are enjoying this quest I'll continue around Monday. If not, I'll start a new quest.
Also, trying to convert rules isn't working well. Is there a system you guys prefer?
>>
>>4438470
I'm enjoying this a lot man
>>
>>4438470
I enjoyed it
>>
>>4438470
I'm enjoying this a ton, please continue. you should probably get a new thread, however.
>>
>>4438470
please continue
>>
>>4438677
>>4438909
>>4439423
>>4439800
I'll start a new thread this evening or tomorrow. I'm still busy with stuff until then.
>>
>>4442630
nice
>>
>>4442630
you still out there?
>>
>>4446471
They started the new thread they never linked it though

>>4445977
>>4445977
>>4445977



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