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Quest to Become THE GUY: Thread 01


Thread replies: 24
Thread images: 4

File: Title Card.jpg (876KB, 943x1542px) Image search: [Google] [Yandex] [Bing]
Title Card.jpg
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[Loosely inspired by a frustrating game by a similar name]

For your entire life, you've felt like a target was painted on you. Neighborhood bullies would hassle you for your allowance, upright ladders would fall in your direction, and the strangest sorts of little accidents would happen in between. With such things happening to you, it was easy to feel that way.

In reality, it's really a crazy world you live in. Anyone can just step up to be a GUY, with the intent to become a helper or hinderer of society. When you were 9 years old, your father made a bold claim never heard before...

...he wanted to be THE GUY (not to be confused with THAT GUY, nobody likes that guy). And, for one glorious year, he was THE GUY. But then, without warning, he disappeared. Just poof, gone. No death, no steady drop from relevance, no resignation.
You scoured your house, looking for clues, anything that could help you learn his intentions.

You didn't find anything regarding his disappearance, but you did find old journal entries, old self-help books, and other articles that helped him become a GUY. But most importantly, you found his first handgun. It was then you resolved to begin your own training.

You began training in the mountains, undergoing the rigorous trials and tribulations as described in your father's journals. It was rough, to say the least; as crazy as the city was, it didn't hold a candle to the wilderness. You learned first how to survive, from there you would build your skills as a GUY.

It started with learning the base essentials of Dynamics. Once you learned those, you could easily escape a bear or wolf. "Nature Dynamics," as your father called them, were theoretically the best, due to their effect on one's reflexes and mobility.

Dynamics don't last forever though; you need to destroy assailing forces and rest unaccosted in order to restore your supply. This is a fact you learned, and had to relearn, over and over again.

Eventually you got it. Near the end of your training montage, you got to the point where you could use Dynamics to dodge the falling rains without getting wet. No bear, bird, tree, or wolf could touch you, as long as you minded your Dynamic reserve.

Three years later, you return home, barely a teen but already on your way to becoming THE GUY. You know you want to find your father, and following in his footsteps is the best way to do so.

1/2
>>
File: A Dark Room.jpg (30KB, 736x489px) Image search: [Google] [Yandex] [Bing]
A Dark Room.jpg
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This place is all too familiar to you, you have been here many times. It used to scare you, terrify you. A haunting, shadowy reflection of your house, filled with promises of death and fates worse.

Back then, you weren't a GUY with control over his own subconscious. You know this is a dream, and you know this could potentially give you insights on skills to use in the waking world.

Having said that, instead of wandering these hallowed halls with naught but rags and slippers, you have your full range of abilities and equipment, including your trusty gun.

[What else do you have? PICK TWO, or ONE TWICE]
> signal flare
> smoke bomb
> grenade
> length of rope
> survival knife
> mysterious rusty key (can only pick once)

2/2
>>
>>146584
Absolutely nothing.

Now go down that hole and die from spikes that fall up!
>>
>>146584
> mysterious rusty key (can only pick once)
> survival knife
>>
>>146592
Well played, well played.

Voting ends in two more minutes!
>>
OPTION: Survival Knife & Key
>generating results
ETA: 10 minutes
>>
File: Miles in Nightmare.jpg (411KB, 841x883px) Image search: [Google] [Yandex] [Bing]
Miles in Nightmare.jpg
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(Goddamn capcha)

Of course. In one hand you grip your trusty gun, while your offhand nestles a handy, if not large, knife that has saved you from a number of unpleasant situations. At your belt, is an object you don't quite recognize; a large, rusty key.

Weird.

Anyway, the path behind you is blocked, barred by a door held shut by a mysterious force. Your immediate options are to head upstairs, or to go into a room to the right.

[Where will you go?]
> Upstairs
> To the right
>>
>>146745
>>
>>
>>146802
Upstairs
>>
Option: To higher ground!
>generating results
>>
You step up the creaky stairs, trying your absolute best not to make any noise, but then you remember hey, this is a nightmare; the forces rlthat have invaded your mind already know you're here.

Dynamics are the acting "magic" system, but also protect you from mortal danger. While you have Dynamic Points, you cannot bruise or bleed, but should you run out, you'll take damage like a normal, fragile human being. You begin with 3 DP, but that maximum can be increased over the course of the journey.

1d20 is rolled for any action performed in combat or under stress. The first three rolls are valid, the highest one is compared against a target number whose magnitude depends on the difficulty of the task. Modifiers are based on forces acting on either you or your target.

So, what can you do? You have basic survival skills, which means you can tie knots no normal person can undo, you can start a fire with two rocks and some brush, you know what berries and shrooms won't make you suffer, you can track animals, etc.

You are proficient with your handgun. It has no customizations, however, so it is fairly bog standard. You don't have to worry about carried ammo, but you do have to reload, which will cause a delay to your actions.
You have three Dynamic Skills, too, and your survival knife.

[AIR SHOE] 1 DP: Increases the height of your normal jump, or allows a second jump in mid-air if failing a leap-related contest. If you roll well on this Skill, you may open fire on hostile targets.

[HERO RUN] 1 DP: Dash in a straight line at full velocity for a short distance. While running, projectiles and explosions can't affect you, but obstacles or large things getting in your way will knock you over. If you roll well on this Skill, you may open fire with your gun as you run.

[KILLER INSTINCT] 0-1 DP: Exudes an aura in an attempt to intimidate or cow a target or group of targets. If using DP for this Skill, success rate increases. Simply knowing how to use this Skull gives you the passive ability to sense hostile intent in a small area. This Skill is disabled in nightmares.

Regaining DP: Targets eliminated or surrendering will restore one DP. Sometimes collateral damage will restore DP if it is conducive to your current objective. Destroying armor or disarming your foe may also reward DP. Also, spending time out of combat and/or sleeping will restore your supply.

1/2
>>
>>146853
>rlthat
Showing my inexperience right off the bat.
>>
File: Hate Mook.jpg (849KB, 847x1510px) Image search: [Google] [Yandex] [Bing]
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Sure enough, as you reach the top of the stairs, you're faced with an apparition floating about halfway down the dark hallway.

It is a lesser mook, you know them to simply float around until aggravated, but sometimes they like to charge on sight.

[What will you do?]
>Open fire (8/8 bullets)
>Get into melee range
>Use a Dynamic Skill(3/3 DP)
>Something else
>>
Regardless of what you choose, roll 1d20.
>>
Rolled 5 (1d20)

>>146878
Dynamic
>>
Rolled 15 (1d20)

>>146878
>Use a Dynamic Skill(3/3 DP)
>>
OPTION: Dynamic Skill (none specified, choosing Hero Run)
15 vs DC 10
>generating results
>>
You take aim at the violet mass, barely visible in the low light. Putting your knife in a sheath on your belt, you grip the gun in both hands. The apparition, now facing you fully, begins flying straight at you.

But you're faster. Not letting even the weakest enemy get an advantage, you channel power through your body, the corners of your vision glowing. In a rush of wind, you blitz past your aggressor, turning on you heel without losing momentum, and letting loose a few opportune shots into the back of the mass. The hits rattle it while pushing it away, but it wasn't enough to finish the job.
>Bullets (5/8)
>2/3 DP

The mook shakes itself, trying to appear threatening, and once again rushes in at you.

[What will you do?]
>Open fire (5/8 Bullets, DC 11)
>Melee strike (DC 14)
>Dynamic Skill (DC 10)
>Duck into the room at the end of the hall, regroup (DC 12)
>Something else
>>
Rolled 3 (1d20)

>>146958
>>Melee strike (DC 14)
>>
Quick question, is 20 minutes too short of time to call a vote?
>>
Rolled 10 (1d20)

>>146968
>>146958
>Melee
>>
>>147040
Wait 20 minutes or for the first three rolls.
>>
>>147275
Ah, thanks.
I'll be around for another hour or so.
>>
I'll be off for the rest of the day, but expect an update later tonight, around 10PM Eastern time.
Thread replies: 24
Thread images: 4
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