Lake Horatio, Lala's Lakelodge - Wintersday
As tranquil as it always was, Lake Horatio's landscape still held its relaxing and calming ambiance, except that this time, on the Wintersday, the usual orange and yellow foliage of the trees mixed with the green of the grass were completely overtaken by the clean whiteness of the snow.
The lake has always been still, but this time not even the playful giggles and the rowdy games the tourists could disturb it, after all it was frozen solid, with nothing less but ten centimeters of a bulky layer of ice, allowing many to decide to slide around, with pieces of woods being used as sleds, and every sort of tool they could improvise to have fun.
Of course, Lala, the owner of the Lakelodge (a large building that instead of floating on water as usual, was now sliding over it) wouldn't miss the opportunity to make some gold out of it, putting her employees to work at full power, welcoming guests, serving warm drinks and food, and of course, renting skates for those that wished to enjoy the frozen lake.

"10 golds for a whole day of ice skating, just 10 golds!" The faerin exclaimed, blinking when listening to a vague complaint in the background, soon turning to face one of her employees. "Mary! How the drinks are going? The customers are tired of waiting!"

"J-Just a moment, boss-" The girl replied, trying to balance about ten mugs in a single platter.

With a sigh, the faerin shook her head in disapproval, quickly snatching a couple of mugs on each hand. "I will take care of these before our customers decide to just leave." She frowned, side glancing and noticing a big group of Starcalled approaching, widening her eyes. "Oh crap, look at that, I told you- If we take too long to serve them, soon we will get overwhelmed. Now, deliver these mugs and go welcome our customers. Chop chop-!"

"Ugh--" If only her hands and arms weren't busy with a pile of mugs, the girl would've face palmed. Instead, she hurried up, delivering the drinks before finally approaching you.
"Welcome to Lala's Lakelodge, may I help you?" She asked, with a forced tone that only made her sound even more tired than she actually was.
"Welcome to Lala's Lakelodge, may I help you?" She asked, with a forced tone that only made her sound even more tired than she actually was.
Special Mechanics
You may, with a Free Action, attempt one of the following Maneuvers per cycle:
If you fail to succeed in a check, you fall and receive damage equal to half of your rolled check, with Protect and Vulnerable modifiers applying.
Rush (Knack/Fitness DC 50). Similar to the normal Rush, except you aren't spending a Bonus Action for it. This does not stack with the default Rush Action. (Masteries that increase speed, such as Dynamism, Battle Spirits, and Martial Arts can either have their bonus added to the check, or roll the check with advantage. If you have Beastlord Blessing (Speed), You may roll with Advantage. These bonuses do not stack)
Spin (Knack DC 70). You turn the zone you are in into a hazardous area for one cycle, and anyone that gets into your zone will be struck, receiving damage equal to your check + any offense roll you've done in the cycle. (Masteries that give acrobatic boosts, such as Aeromancy, Divine Magic, and Pierce Weapons can either have their bonus added to the check, or roll the check with advantage.)
Jump (Knack/Fitness DC 50). You make an acrobatic jump, gaining a powerful momentum while using gravity in your favor. You increase your damage by the amount you've successfully rolled for one cycle. (Masteries that give acrobatic boosts, such as Aeromancy, Divine Magic, and Pierce Weapons can either have their bonus added to the check, or roll the check with advantage. If you have Aerialist, You may roll with Advantage. These bonuses do not stack)
Lift (Fitness DC 70). You lift someone, being able to carry them with you and mutually boosting each other's abilities. Your Maneuver rolls are added to each other's damage rolls. (Masteries that gives strength or coordination boosts, such as Crush Weapons, Summon (Coordinate Action) can either have their bonus added to the check, or roll the check with advantage. If you have Beastlord Blessing (Strength) or Function Over Form (Strength) You may roll with Advantage. These bonuses do not stack)
Spin (Knack DC 70). You turn the zone you are in into a hazardous area for one cycle, and anyone that gets into your zone will be struck, receiving damage equal to your check + any offense roll you've done in the cycle. (Masteries that give acrobatic boosts, such as Aeromancy, Divine Magic, and Pierce Weapons can either have their bonus added to the check, or roll the check with advantage.)
Jump (Knack/Fitness DC 50). You make an acrobatic jump, gaining a powerful momentum while using gravity in your favor. You increase your damage by the amount you've successfully rolled for one cycle. (Masteries that give acrobatic boosts, such as Aeromancy, Divine Magic, and Pierce Weapons can either have their bonus added to the check, or roll the check with advantage. If you have Aerialist, You may roll with Advantage. These bonuses do not stack)
Lift (Fitness DC 70). You lift someone, being able to carry them with you and mutually boosting each other's abilities. Your Maneuver rolls are added to each other's damage rolls. (Masteries that gives strength or coordination boosts, such as Crush Weapons, Summon (Coordinate Action) can either have their bonus added to the check, or roll the check with advantage. If you have Beastlord Blessing (Strength) or Function Over Form (Strength) You may roll with Advantage. These bonuses do not stack)
If you fail to succeed in a check, you fall and receive damage equal to half of your rolled check, with Protect and Vulnerable modifiers applying.
With a Bonus Action, you may attempt the following special actions:
Pyromancy Mastery. You can melt an Ice Zone into a Water Zone. (Water Zone is a difficult terrain, that you can only leave with a DC 50 Fitness Check)
Hydromancy (Ice) Mastery. You can freeze a Water Zone into an Ice Zone.
Any Mastery. You can break an Ice Zone into a Water Zone, also creating Ice Chunks, that can be used as projectiles.
Hydromancy (Ice) Mastery. You can freeze a Water Zone into an Ice Zone.
Any Mastery. You can break an Ice Zone into a Water Zone, also creating Ice Chunks, that can be used as projectiles.
While sliding, if they end up colliding with someone else, both of them will slide in a random direction by half of the sliding distance before the collision + 1.
The random direction of the colliding units is determined by an 1d8.
If you have Push Action, you can slide your targets 1 extra zone. If you have Pull Action, you call slide them in the opposite direction you are facing.
Cycle 0 Rules
- You may start this cycle anywhere in the map and may move around freely.
- If you surpass the boundaries of the map, you simply appear on the opposite side of the map.
- The current cycle has no words limits, nor post limits.
- Players can push and pull each other around, but they do not deal damage to each other.
- Feel free to make any questions regards the rules.
- The Thread will be open for anyone to join until the start of Cycle 1
- You can change your Play Sheet at the start of Cycle 1, so don't worry about it for now.
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