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The lights of Hyrule: a LoZ modern AU quest

Discussion in 'Questing' started by Adipose1913, Jan 2, 2018.

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  1. Threadmarks: 0.1: a hero wakes and character generation
    Adipose1913

    Adipose1913 Understanding is a three-edged sword

    Joined:
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    A thousand years have passed since Ganon was defeated by the Princess and her knight.

    A thousand years since ancient evil truly walked the land. Magic faded, and heroes became legend. A sword became a myth, belief only held out because of the few bokoblin tribes left in the dark corners of the world.

    In that time, the kingdom of Hyrule prospered, becoming a center of global innovation and might. It was where many great Renaissance thinkers were born. It was where the industrial revolution kicked off. It was the last bastion during the great war 50 years ago. And today, it is a global power that sits at the crossroads of global trade and politics.

    However, things are stirring in the shadows that should have never awakened. Doors are opening that should remain closed, and a power older than the kingdom is stirring...

    For now, though, a young man wakes from his nap...

    Who is he?

    [X] [Background] A Soldier, on his way to his first deployment against a Bokoblin encampment.
    Link Gains the military background, which gives the following benefits:
    Skill Proficiencies: Athletics, Survival
    Rank and Privilege: Soldiers active and reserve will defer to you, and you have reduced reputation costs when calling on favors from other soldiers. Starting Rank: Corporal
    Wealth: 2d4 +1

    [X] [Background] A police officer in Castle City, awoken by dispatch calling your car to respond to a domestic dispute.
    Link Gains the Law Enforcement background, which gives the following benefits:
    Skill Proficiencies: Investigate, Perception
    Vehicle Proficiencies: civilian ground vehicles
    Thin Blue Line: You have a rank from your career as a law enforcement officer. Active and former law enforcement officers still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.
    Starting wealth: 2d4+1

    [X] [Background] A ranchhand in Faron, being woken at the start of his shift.
    Link gains the rural background, which grives the following benefits:
    Skill proficiencies: Animal Handling, survival.
    Live off the land: You have a feel for the countryside, and you can always recall the general layout of terrain, small towns, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
    Starting wealth: 2d4+1

    What is special about him?

    [X] [class] His speed. Link is fast, able to move much quicker than others and, with training, might be able to dodge attacks.
    Link gains the Fast Hero class, which has the following features:
    Hit Dice: 1d8 per fast hero level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fast hero level after 1st

    Proficiencies
    Armor:
    Light armor
    Weapons: Simple weapons, personal firearms
    Saving Throws: Dexterity and one other of your choice
    Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Perception, Sleight of Hand, Stealth, and Survival

    Fast Movement: You base movement speed increases by 10 feet.
    Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
    Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
    Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
    Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
    Instinctive Reaction: Beginning at 9th level, your reflexes are honed to a fine point. You have advantage on initiative rolls. In addition, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.
    Evasion: Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
    Opportunist: Starting at 13th level, when you and an ally are both within 5 feet of an opponent, and the ally hits the target with a melee attack, you can make a melee attack against that opponent as a reaction.
    Elusive: Beginning at 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
    Incredible Reflexes: When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

    [X] [class] His strength. Link is a beast in melee, able to deal more damage then he probably should be able to.
    Link gains the Strong hero class, which has the following features:
    Hit Points
    Hit Dice:
    1d8 per strong hero level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per strong hero level after 1st

    Proficiencies
    Armor:
    All armor
    Weapons: Simple weapons, personal firearms
    Saving Throws: Strength and one other of your choice
    Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

    Melee Smash: You add half your proficiency bonus to all melee weapon damage rolls.
    Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
    Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
    Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
    Strong Back: Beginning at 5th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
    Remarkable Athlete: Starting at 9th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
    In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
    Demolition: Beginning at 11th level, your melee attacks deal double damage to objects. In addition, you double your proficiency bonus on Strength (Athletics) checks made to break something.
    Brutal Critical: Beginning at 13th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
    Improved Melee Smash: At 20th level, you may now add your full proficiency bonus to all melee weapon damage rolls.
    [X] [class] His smarts. Link is smarter than average, and can use this to come up with plans on the fly.
    Link gains the Smart hero class, which has the following features:
    Hit Points
    Hit Dice:
    1d8 per smart hero level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per smart hero level after 1st

    Proficiencies
    Armor:
    Light armor
    Weapons: Simple weapons, personal firearms
    Tools: One set of tools of your choice
    Saving Throws: Intelligence and one other of your choice
    Skills: Choose three from Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, and Religion

    Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
    At 11th level, you can choose two more of your skill proficiencies (or one skill and one tool) to gain this benefit.
    Plan: At 1st level, you can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls for one round.
    You must complete a short or long rest before you can use this ability again. At 9th and 17th level, you gain an additional uses of this ability before you must rest.
    Trick: Beginning at 2nd level, you can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature is stunned until the end of it’s next turn.
    You must complete a short or long rest before you can use this ability again.
    Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
    Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
    Exploit Weakness: At 5th level, you can use a bonus action to assess a creature’s weaknesses. You use your Intelligence bonus instead of your Strength or Dexterity bonus to attack rolls and damage rolls against this creature for 1 minute as you spot weaknesses in its physiology or fighting style.
    You must complete a short or long rest before you can use this ability again.
    Improved Trick: At 9th level, you can target up to three creatures with your Trick.
    Improved Plan: At 13th level, when you make a Plan, each creature included in the plan gains two of the listed benefits. Each benefit is activated separately.
    Master Plan: At 20th level, when you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit is activated separately.

    [X] [class] His toughness. Link is able to take blows no man should and keep fighting.
    Link gains the Tough hero class, which has the following features:
    Hit Points
    Hit Dice:
    1d8 per tough hero level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tough hero level after 1st

    Proficiencies
    Armor:
    Light armor, medium armor
    Weapons: Simple weapons, personal firearms
    Saving Throws: Constitution and one other of your choice
    Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

    Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your tough hero level. Once you use this feature, you must finish a short or long rest before you can use it again.
    At 9th and 17th level, you can use this ability one additional time before a rest.
    Resilience: Starting at 2nd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
    Advanced Class: At 3rd level, choose an Advanced Class. The Advanced Class you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
    Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can select a feat instead of increasing your ability scores.
    Fortitude: Beginning at 5th level, when you finish a short or long rest, you gain temporary hit points equal to your level + your Constitution modifier.
    Survivor: You cling to life, even on the brink of death. Beginning at 9th level, when you make a death saving throw that would result in your death if failed, you have advantage.
    Improved Resilience: Starting at 11th level, you can use your Resilience feature again after finishing a short or long rest.
    Remain Conscious: Beginning at 13th level, when you are reduced to 0 hit points, you may continue to act until you fail a death saving throw. While at 0 hit points, your speed is halved, and you cannot use bonus actions or reactions.
    Legendary Survivor: At 20th level, when reduced to 0 hit points, you do not die until you accumulate four failed death saving throws.

    A/N: This quest is making use of homebrew for 5th edition of d&d, most of which is adapted from this conversion of d20 modern. I am also making use of some personal homebrew for monsters and races, most of which you do not need to worry about as it is mostly under the hood. This is my first quest on qq, so feel free to give any feedback or ask any questions about the classes or ruleset we are using.

    Oh, and I need to reserve 4 posts below this, just so you know.
     
  2. Threadmarks: 0.2 character generation II: proficiencies and portrait
    Adipose1913

    Adipose1913 Understanding is a three-edged sword

    Joined:
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    Vote closed, background and class selected.
    generating stats.
    Str 13 (+1)
    Dex 16 (+3)
    Con 15 (+2)
    Int 13 (+1)
    Wis 13 (+1)
    Cha 12 (+1)
    Select a saving roll profeciency. You add your profeciency bonuses to saving rolls of that type, usually a spell or item effect.
    [X] [save] Strength
    [] [save] Dexterity already provided by class.
    [X] [save] Constitution
    [X] [save] Intelligence
    [X] [save] Wisdom
    [X] [save] Charisma

    Choose 3 skill proficiencies from the following:
    [X] [skill] Acrobatics
    [X] [skill] Animal Handling
    [X] [skill] Athletics
    [X] [skill] History
    [ ] [skill] Perception provided by background.
    [X] [skill] Sleight of Hand
    [X] [skill] Stealth
    [X] [skill] Survival

    Lastly, choose your preferred casual appearance, if any.

    [X] [image] A
    [X] [image] B
    [X] [image] C
    [X] [image] D
    [X] [image] other (write-in)

    I will allow write-ins for appearance, as someone else might have or know a better picture. Voting will close on Saturday, with the quest proper beginning either sunday or Monday depending on how much I get done today and tomorrow.
     
    Gaemnomut likes this.
  3. Threadmarks: 1.1: a domestic disturbance
    Adipose1913

    Adipose1913 Understanding is a three-edged sword

    Joined:
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    Your name is Link, and you had that dream again.

    A voice you can't quite place is calling your name, as darkness swirls and grabs at you. a shadow falls over you as the voice grows more frantic, asking for you to find... something. No, somewhere. Then you are suddenly standing in a forest greener than any you have ever seen, trees older and larger than you can possibly imagine. Something shines in the clearing ahead. It glows so much it hurts, but it seems to beckon you, if only you can reach out--

    "Attention all units. Attention all units. domestic dispute at 28113 Linebeck Place. At least 2 officers to respond, details to follow."

    Shit.

    You sit up, looking around the parking lot of the grimy fast food joint you are parked outside of. It is early evening, the sky just turning pink over Castle city. That address is just a few blocks away. And a domestic disturbance call. These are always unpredictable, and could end in a shootout, or worse.

    You raise your radio. "Adam 5 to dispatch, responding to the domestic disturbance on Linebeck, give me that further."

    After a short pause, the radio comes back to life and you coax the old patrol car into motion. "Adam 5, be advised that suspect may be armed. adam 15 is second responding officer, and we advise no siren on approach. SWAT and ambulance are already on standby."

    You swear under your breath. this could be really ugly.



    In your relatively short career as an officer, you have responded to 3 domestic disturbance calls. The first one turned out to be the tv on too loud in someone's house. The second you and another officer came upon a bickering couple, nursed a bruise on the wife, and left when the two cooled down and went their separate ways.

    The third one you arrived to find a wounded officer and dead suspect, with a firefight already in progress. This was apparently more common than most would believe.

    This time, you arrived to a woman waving at you as you approached the address, which was an old stucco house. As you stepped out of the car, you could hear yelling from the front porch; a man and a woman, with a second man trying to placate the first. Out of the corner of your eye, you see the second patrol vehicle pull up.

    What do you do?
    [X] Approach the woman, and ask her what she knows. You don't want to go in blind.
    -[X] Any specific questions? (write-in)
    [X] Go directly for the porch, and break up the argument before it escalates.
    -[X] try to calm down the man as you seperate the two. (persuasion)
    -[X] threaten him into backing down (intimidation)
    -[X] other (write-in)
    [X] write-in
     
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