
"Waaa... Waaaah!"
Its eyes grew wide looking at @Ueno Mizuki, cowering for a moment before being tossed with all might at the Abominable, that was surprised to suddenly be disrupted by several Yetilings (and ice chunks) being used as projectiles at his direction, making him cast a severe glare at the wolf woman and the quick @Lady N that was from afar.
Though one of them, @Imoogi, simply used something non-living as a weapon, making the smaller Yeti look at her in awe at the skills and the maneuvering that was somewhat failed (yet still cool in a way).
When the Lodge finally halted, it idly slid randomly in the middle of the chaos.

"Jeez! What are these stupid white furballs think they are?!" Lala stomped the ground, glaring at Mary fiercely. "Again!"

"This didn't go well before, that big guy is clearly mad at us-"

"AGAIN!" Lala roared.

"I am not paid well enough for this..." Mary sighed, reloading the cannon once again.
The cannon soon exploded once again, clashing against the Abominable and making him stumble. With the cannon blast on his back, and the merciless hit on his already hurt knee from @Asher, it was the last drop for the Abominable to go into a full rage, forcing his path through and trampling onto everything to grab the lakelodge, lifting it off the ground and shaking it without holding back.

"WRRRROOOOOOOOOOOOOOO!"

"AAAAAAAAAAAAAAAAAH!"
Along with Lala's screams, the Yetilings similarly yelled as they were forcibly tossed into a bowling, colliding on each other when @Harper threw them together.
One of them slid, bumping on @Asher while somewhat dizzy, while another bumped on @Ueno Mizuki.

"Wah..." It shook its head.

"Waaaah! Waaaah!" The scared one said.

"Waaawawawawa!" The one closer to Imoogi flailed its arms, pointing at the lakelodge.
The Yetilings looked at each other for a moment, nodding before whistling, calling two other siblings into the skating field.
Each Yetiling approached a Starcalled, tugging them and staring at their papa with a mad expression. They had finally understood... Their papa wasn't being cool or fun, he was just being a big meanie!
ABOMINABLE, THE YETI
❰ 477 / 1500 ❱
❰ 8553 / 10000 ❱
Abominable & Yetilings Actions/Mechanics
Yetiling 3 collides with Abominable, slides to C5 colliding with Yetiling 5, Yetiling 3 slides to D5 bumping on @Asher, Yetiling 5 slides to C4 bumping on @Ueno Mizuki.
The Abominable moved from C7 to D8 > E9 > E1.
The Abominable grabs the Lakelodge and shakes it uncontrollably, dealing 315 damage to it. The Lakelodge can't move, and if the Abominable isn't moved away from it by the end of the cycle, it will deal double of damage to it.
The Yetilings REBELLED against their papa.
The Yetilings summoned more Yetilings on E5 and A9. Yetiling 8 moved to I9. Yetiling 2 moved to C3.
Those that did not position themselves yet, start on the Lakelodge by default and do not have time to react. They must roll 1d8 to randomly decide the direction they slide to (Check Special Mechanics), and then a 1d6 to decide how far they are tossed.
The Abominable's status is Normal.
The Abominable moved from C7 to D8 > E9 > E1.
The Abominable grabs the Lakelodge and shakes it uncontrollably, dealing 315 damage to it. The Lakelodge can't move, and if the Abominable isn't moved away from it by the end of the cycle, it will deal double of damage to it.
The Yetilings REBELLED against their papa.
The Yetilings summoned more Yetilings on E5 and A9. Yetiling 8 moved to I9. Yetiling 2 moved to C3.
Those that did not position themselves yet, start on the Lakelodge by default and do not have time to react. They must roll 1d8 to randomly decide the direction they slide to (Check Special Mechanics), and then a 1d6 to decide how far they are tossed.
The Abominable's status is Normal.
No one can occupy the same zone as the Abominable.
The Abominable's DC is 120.
The Abominable's Taunt DC is equal to its current SP.
The Abominable's SP affects a few conditions it has:
The Abominable's DC is 120.
The Abominable's Taunt DC is equal to its current SP.
The Abominable's SP affects a few conditions it has:
Between 1500 and 1100 SP, it is Ultra Heavy, so it cannot be forcibly moved or repositioned in any way.Between 1099 and 600 SP, it is Heavy, any forced movement or repositioning on it is reduced by 2 zones.- Between 599 and 1 SP, it is Normal, so it is affected by repositioning, including from Special Mechanics, normally.
- At 0 SP, the Abominable becomes Vulnerable.
The Yetilings were charmed by @Ueno Mizuki and @Imoogi, they are now allied.
You may use a Bonus Action to skate with a Yetiling. While Skating with a Yetiling, you succeed at attempting any Maneuver instantly (Though you may still roll the Skill or Mastery Check, in case it is necessary to calculate a bonus).
You may also, optionally, acrobatically toss the Yetiling to double your damage. You will throw the Yetiling a number of zones equal to how many times you surpass the DC 30, dealing 50 extra flat damage for every zone sliding.
You may use a Bonus Action to skate with a Yetiling. While Skating with a Yetiling, you succeed at attempting any Maneuver instantly (Though you may still roll the Skill or Mastery Check, in case it is necessary to calculate a bonus).
You may also, optionally, acrobatically toss the Yetiling to double your damage. You will throw the Yetiling a number of zones equal to how many times you surpass the DC 30, dealing 50 extra flat damage for every zone sliding.
Lakelodge
Lakelodge hits the Abominable, dealing 215 damage, making it slide from D6 to C7.
The Lakelodge receives 315 damage, and is being held by the Abominable.
To fix the Lakelodge, you can use Healing or a Mastery Check of your choice. If you have Homebound (Construction) or Homebound (Invention) traits, you may roll the Healing or Mastery check with advantage.
[ 300/1000 ]
If the Lakelodge's HP reaches to 0, it breaks and all the ice skating activities will be postponed, and the Starcalled lose.
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 3 Rules
- Lakelodge's current Location: F2
- The Lakelodge will randomly slide to any adjacent zone unless it is hit by the Abominable.
- If you surpass the boundaries of the map, you simply appear on the opposite side of the map.
- The current cycle has no word 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.
- Anyone can join in and leave at any moment
Code:
[hp=100]100[/hp]
[status]Your Status[/status]
Post here
[action]
[move]A to B[/move]
[/action]
▣ Abominable
HP: 8553/10000
SP: 477/1500
▣ Yetilings
Yetiling 2: Allied
Yetiling 3: Allied
Yetiling 5: Allied
Yetiling 6: Allied
Yetiling 7: Allied
Yetiling 8: Allied
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