- Thread Starter
- #21
Re: Tentacle RoR CYOA; The Folly of Man
D (climb all the things)
Most of the walls surrounding the Artisans' Quarter had been around since before the reconstruction, this part of the city having been around for centuries, even before war had torn it apart several times. These old walls were now barely functional, serving only as a crude barricade to keep unwanted visitors raiding the cities prized workshops. The bottom parts of the walls had been reinforced to keep them from collapsing, but the higher parts were still cracked and crumbling, no guards even patrolled there.
Other children in the neighborhood used to pick on you due to being favored by an alchemist. Having beat many of them in master Fizban's tests, they carried a grudge over having lost what they thought was their chance to get ahead in life. As they would gang up on you, you had sought refuge in the tops of trees and buildings, climbing out of their reach (and pelting them with whatever you could find to throw at them for good measure) Having an affinity for climbing you had quickly resorted to scaling the old crumbling walls in order to avoid dealing with the city guards.
Today, you once more made your way toward one of the safer, easier routes that you had found in your many attempts at scaling the walls. Your leg was still sore from last night and you didn't want to put too much strain on it. You quickly tied your skirt tightly around your thighs to avoid tearing them while climbing, the added pressure uncomfortable around your sore leg, but you couldn't come home with damaged clothing. Taking a pair of thin leather gloves from a satchel you carried on your hip you put quickly put them on, the crumbling walls had many sharp edges and climbing with bare hands was tantamount to horrible cuts. One of the few gifts from your mentor, the gloves were a common alchemically enhanced leather, it was flexible enough to fit your hands after all these years, delicate enough for carefully handling dangerous alchemical fluids and sturdy enough to protect your hands from the dangers of the trade, they also made a damn useful climbing tool.
Briefly checking the area to see no one was watching, you grabbed a fixture and started climbing. Guards would occasionally watch the walls from either side, as you weren't the only one to use this means to sneak into a workshop, so you had to be careful about being spotted. You had been spotted on several occasions before, and although the guards weren't really able to climb in their gear they were hard to avoid once they knew where you were, at one time having to hide in a crumbled piece of wall for more than a full day before you were able to escape. You grit your teeth as you were forced to put weight on your leg, this wasn't the first time you've climbed after an injury, but that didn't make it any less painful.
After a few minutes of crossing the roofs of several buildings you found a familiar indent in the wall that allowed you to quickly scale the upper parts, this section being relatively solid still. You quickly slid down the other side of the wall, catching yourself several times to mitigate the fall.
Turning to run toward master Fizban's workshop, you are met by a low growl and a large hound looking straight at you, while not directly blocking your path he is clearly interested in you and seems hostile. On quick inspection the dog, while large, looked rather mangy, it might be a starving stray or an escaped test animal and it looks like you could possibly run or even fight it...
You:
A: Run away, you're in a hurry.
B: Attack it preemptively.
C: Stare back.
D: Approach the animal and try to calm it.
Current attributes *updated*
Current items
(To give a brief example of how choices work in this, had you chosen to steal food in the first option and manage to encounter the dog afterward you would have had a choice to feed it. your low charisma doesn't mean you can't calm the dog, for attempt like this ultimate success or failure is based mostly on circumstances, similarly high attributes don't always guarantee success, sometimes being clumsy saves the day. Success or failure comes from attributes + circumstances, sometimes high attributes can overcome bad conditions and sometimes bad conditions counteract high attributes and dumb luck could also intervene (though this will only happen VERY rarely, I'm no fan of "hand of god" interfering with poor results, I might use this to stave off a "bad end" *once*). High attributes usually allow you more options to choose from in the main story, for example high charisma gives you more options in convincing someone to side with you, or might be a requirement for your character to even consider that option in the first place)
D (climb all the things)
Most of the walls surrounding the Artisans' Quarter had been around since before the reconstruction, this part of the city having been around for centuries, even before war had torn it apart several times. These old walls were now barely functional, serving only as a crude barricade to keep unwanted visitors raiding the cities prized workshops. The bottom parts of the walls had been reinforced to keep them from collapsing, but the higher parts were still cracked and crumbling, no guards even patrolled there.
Other children in the neighborhood used to pick on you due to being favored by an alchemist. Having beat many of them in master Fizban's tests, they carried a grudge over having lost what they thought was their chance to get ahead in life. As they would gang up on you, you had sought refuge in the tops of trees and buildings, climbing out of their reach (and pelting them with whatever you could find to throw at them for good measure) Having an affinity for climbing you had quickly resorted to scaling the old crumbling walls in order to avoid dealing with the city guards.
Today, you once more made your way toward one of the safer, easier routes that you had found in your many attempts at scaling the walls. Your leg was still sore from last night and you didn't want to put too much strain on it. You quickly tied your skirt tightly around your thighs to avoid tearing them while climbing, the added pressure uncomfortable around your sore leg, but you couldn't come home with damaged clothing. Taking a pair of thin leather gloves from a satchel you carried on your hip you put quickly put them on, the crumbling walls had many sharp edges and climbing with bare hands was tantamount to horrible cuts. One of the few gifts from your mentor, the gloves were a common alchemically enhanced leather, it was flexible enough to fit your hands after all these years, delicate enough for carefully handling dangerous alchemical fluids and sturdy enough to protect your hands from the dangers of the trade, they also made a damn useful climbing tool.
Briefly checking the area to see no one was watching, you grabbed a fixture and started climbing. Guards would occasionally watch the walls from either side, as you weren't the only one to use this means to sneak into a workshop, so you had to be careful about being spotted. You had been spotted on several occasions before, and although the guards weren't really able to climb in their gear they were hard to avoid once they knew where you were, at one time having to hide in a crumbled piece of wall for more than a full day before you were able to escape. You grit your teeth as you were forced to put weight on your leg, this wasn't the first time you've climbed after an injury, but that didn't make it any less painful.
After a few minutes of crossing the roofs of several buildings you found a familiar indent in the wall that allowed you to quickly scale the upper parts, this section being relatively solid still. You quickly slid down the other side of the wall, catching yourself several times to mitigate the fall.
Turning to run toward master Fizban's workshop, you are met by a low growl and a large hound looking straight at you, while not directly blocking your path he is clearly interested in you and seems hostile. On quick inspection the dog, while large, looked rather mangy, it might be a starving stray or an escaped test animal and it looks like you could possibly run or even fight it...
You:
A: Run away, you're in a hurry.
B: Attack it preemptively.
C: Stare back.
D: Approach the animal and try to calm it.
Current attributes *updated*
Strength: 6 (5+1, climbing takes some strength)
Dexterity: 7 (5+2, climbing requires you to freely move your body)
Endurance: 8 (7+1, you endured your injuries and)
Intelligence: 8
Charisma: 3 (5-2, rarely had pleasant interactions with people)
Sensitivity: 3
Proficiencies: Educated (can read, write and perform/understand minor alchemy)
Free-climbing (Being your main activity in your free time, you've learned to climb almost any surface within human capacity)
Dexterity: 7 (5+2, climbing requires you to freely move your body)
Endurance: 8 (7+1, you endured your injuries and)
Intelligence: 8
Charisma: 3 (5-2, rarely had pleasant interactions with people)
Sensitivity: 3
Proficiencies: Educated (can read, write and perform/understand minor alchemy)
Free-climbing (Being your main activity in your free time, you've learned to climb almost any surface within human capacity)
Current items
Artisan's gloves (near indestructible, these gloves are a rare and expensive gift from your master that you have treasured and hidden for many years, it helps that they look like common gloves)
Commoner's clothes (a simple shirt and skirt combination, too small for your size, it only barely fits)
Leather satchel (a sturdy satchel tied securely around your waist, there's actually a trick to opening it)
Commoner's clothes (a simple shirt and skirt combination, too small for your size, it only barely fits)
Leather satchel (a sturdy satchel tied securely around your waist, there's actually a trick to opening it)
(To give a brief example of how choices work in this, had you chosen to steal food in the first option and manage to encounter the dog afterward you would have had a choice to feed it. your low charisma doesn't mean you can't calm the dog, for attempt like this ultimate success or failure is based mostly on circumstances, similarly high attributes don't always guarantee success, sometimes being clumsy saves the day. Success or failure comes from attributes + circumstances, sometimes high attributes can overcome bad conditions and sometimes bad conditions counteract high attributes and dumb luck could also intervene (though this will only happen VERY rarely, I'm no fan of "hand of god" interfering with poor results, I might use this to stave off a "bad end" *once*). High attributes usually allow you more options to choose from in the main story, for example high charisma gives you more options in convincing someone to side with you, or might be a requirement for your character to even consider that option in the first place)
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