Discontinued Private Vintergard [Character Quest] Lost Carrier

Lady N

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Pandora
Lady N Questline: Mysteries of the N Suit
Lost Carrier

God's Exceed | Rogue Traveler | Battle Settings
160 / 160
Battle Gear "Type N--" | Energy Supply "Synchronization Poor" | Weapon Control "Updates Required" | Body Control "Updates Required" | Core System "Irregularity Confirmed"
| Status | Location


Scanning...
Nothing Found.


Of course not.

Chelsea put away a pair of goggles, the same that she used to point out weaknesses in the Camp Hope walls. Unfortunately, it didn't help with this at all. Chelsea passed by a crumpled-up steel appendage that was once a leg to the large magitech structure she was prowling around. The wind kicked up and Chelsea shivered. She wrapped her arms around herself and gazed up with her 20/20 vision, something she lacked all her life until being a VR avatar. How did one get into one of these stupid contraptions anyway?

Then she saw it. An already open door hanging off precariously above her. Even with the crab-like magia in this state, Chelsea would have difficulty reaching that height without her suit. Still, for now... she would climb on her own. She still had her own gadgetry rotting away in her storage and after seeing the DEAD.nuaght her interest in covering up in steel as a cosplaying magia wasn't as attractive as it once was.

After much effort, the exhausted Nexon grasped the open door and held on as she steadied herself against the outside wall. She saw her bracelet and felt the urge to use it again but relented. Chelsea would do things as she used to here, and like she did in real life. A weakling yes, but a weakling with tools and she was going to use them.

Stepping inside, she would find out...

Yeesh...

"Sigh... "


Chelsea's face went from slight shock and disappointment that she wasn't the first one to get inside, to its usual stoic expression. Stiffening her back, she passed the first arrival by to look around for herself. If this transport was meant to bring additional forces to Camp Hope, then it's possible that those reinforcements would be in here somewhere.

Seeing nothing of interest yet she turned to eye the cave-in and finally saw @Ash Vargold. whom she had been avoiding during her entire time at Camp Hope Well now she had to hope he (she) didn't just spout things he shouldn't here. Yes, Chelsea looked near identical to real life but she was much less well-dressed and uh... lacking her glasses. The consequences of not wanting to be someone else and just logging into a death game...

This was starting out just perfect... wasn't it?



Lost Carrier

A destroyed Magia transport that never arrived at its destination. These carriers are built like massive crabs with flat or domed surfaces and no pincers. This carrier has crumpled onto the ground, and a large part of its frame has been crushed inwards There doesn't seem to be any sound coming from it and no mechanized enemies around. Leaving it abandoned, at least not from the outside.

8uWUNma.png


Key

Ground: Passible
Metal Floor: Passible.
Metal Wall: Impassible
Collapsed: Impassible


Cycle 0


𝙀𝙣𝙩𝙧𝙖𝙣𝙘𝙚 𝙋𝙤𝙞𝙣𝙩
Lady N's Zone

Where the open hatch of the carrier leads to. The sunlight pouring through it spreads into this area. The metallic hallway is empty except for some caved-in pieces of the carrier's exterior laying about. The smell of burnt circuitry and melted steel permeated the air even now. To the north is a wall of crushed steel. So south is the way to go.

This is the entrance point. Unless another exit is discovered this is the only way in or out of this dungeon.

  • Side Quest: Mysteries of the N-Suit
    Lady N Personal Questline


    This is a off DM dungeon questline that Lady N (Chelsea R. Nexon) is undertaking over the next season or two of Terrasphere. Off DM means there is no loot, no death, and all mechanics can just be ignored for freeform if you want!

    Basic Rules;
    • Use and link a playsheet.
    • You may only move one zone at a time and cannot move diagonally.If moving through a already explored zone, you may add 1 to your move, Move buffs like Speed and Haste do not change this rule. Each zone in the dungeon can be seen as an area unto itself. So each zone can have detailed content completely isolated from its surroundings. Extension can reach adjacent zones once they are entered by at least one character.
    • You can use one action and one bonus action per turn.
    • We will fully use the new playtest. If available.
    • For each zone entered besides the first and last zone, someone other than @Lady N can decide the event and mechanic that occurs there (they add it to their post but do not have to be in that zone themselves!). If no one is willing, then a DM spice request will be made for that zone and if not taken within 24 hours of the request, I will take over. For future dungeons in this questline, others may choose to be the thread starter and they will be the ones to set the first and last.

  • Details on each player-occupied zone.
    I will update this in real-time when I can.

    Entrance Point

    Where the open hatch of the carrier leads to. The sunlight pouring through it spreads into this area. The metallic hallway is empty except for some caved-in pieces of the carrier's exterior laying about. The smell of burnt circuitry and melted steel permeated the air even now. To the north is a wall of crushed steel. So south is the way to go.

    This is the entrance point. Unless another exit is discovered this is the only way in or out of this dungeon.

  • These are default actions that you can do alongside your Main Action or Situational Action., which you can use once per turn. Since this is an off DM thread, you, or the spice DM, choose what happens on successful/unsuccessful search checks.

    Scout
    Bonus Action. Roll Quality (Mastery or Expertise) check to scout an adjacent zone.
    Search
    Bonus Action. Roll a Quality (Mastery or Expertise) check to search a zone. The quality of your check determines what you find.
  • Actions that are given by whoever is handling the zone at hand. This is also where a DM spicers added actions will go when N posts if not cleared in 1 cycle. If you want to make it look good, copy the example below for your created actions.

    Name
    Action/Passive/Bonus (Mastery Needed, If Any)
    Description and mechanics.



 
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Hanno Futaba

❮ Shield of Hope ❯
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Chanlye
275 / 275

Investigating


Hanno's eyes remained focused on the investigation mode as he surveyed the area, fluttering his Mana Wings to glide around slowly and steadily. Finding such a carrier was a nice deal, so many mysteries could be solved if the right clues were found... If the extremely methodic Magias had managed to miss anything before they left, that is.

He couldn't, however, ignore the possibility of the security systems of the abandoned carrier to be entirely shut down.

There was still a chance of some random turret being ready to turn any trespasser into swiss cheese if they dared to step into the place.

As he investigated further, he would eventually spot a few familiar faces, with a grin covering his lips as soon as he noticed them. "Look who is here." He greeted, raising a hand, with the Shield on his back rumbling as she rose a tentacle along. "I didn't expect to see you guys here. But I guess everyone that popped up in that Camp decided to take the opportunity to take a trip around Vintergard, huh?" Hanno rose an eyebrow, resting a hand on his hips.

"... We need to be careful though, I've already spotted a few security systems that are still very active." Hanno warned, and the Shield rumbled quietly. "Ghast noticed some stuff as well. Apparently we aren't here alone." He nudged his shield.

Play Sheet (Counter = Ultra Counter)

Beware of the Security System!


The Security System of the Carrier is still activated, creating hazards in most of the zones. In the following Zone, the group must do what they can to overcome the Security System to eventually partially deactivate it in the area.

Use an Expertise Check to help to fulfill the Contribution Check, flavoring how you are helping to defeat the Security System (Knowledge for hacking, Knack for disarming traps, Presence to bait the sensors away, etc...)

You may continue to move through the Zones, and even encounter other challenges on the way, but until the Contribution Check isn't completed, the Security System will retaliate with security turrets, sentries, and traps, forcing the group to make a DC 70 Reflex Save to avoid receiving the full blow of 40 damage, halving it instead. Every Cycle with the Contribution Check incomplete raises the Save DC and the damage by 15.

Contribution Check
[ 600/600 ]


(If you guys want to move to other Zones, and introduce other stuff on top of it if you feel like it is narratively and mechanically interesting, feel free!)
 
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Cain Darlite

❮ Pathfinder ❯
H
Messages
160
Gold
0
Mastery
0
Valor
36
Event
0
Special
0
OOC
Ashifili
160 / 160

It was his position that brought him here, but it was out of concern that he stepped inside.

There were duties and responsibilities that he had now, as one of MIT's Councillors, but in this case, it was the advantage of his position that allowed Cain, rather than any professional Fixer of the organization, to be taking the first steps inside the crumpled carrier, alongside familiar but unacquainted faces. And, of course, there too was Lady N, the star of this show.

The hypocrite heiress who went through a spot of trouble in recent years and now found herself perpetually enthralled with the prospect of doing everything she advised against. Perpetually. Constantly. Not that he was all that much different, but Cain had the sense not to preach what he wouldn't practice, after all. He knew, in general, how far to push things, and perhaps in a corner of his mind, he even accepted that the lose of his life wouldn't change all that much.

Strange feeling, writing a will in your twenties, but being able to provide closure was good. Had to be good. Even if Sabine would be the one starting the fist fight if she found out.

"Well," Cain replied, tipping his hat towards Hanno. "It's rare to find a carrier unattended to within Vintergard, considering the propensity of the Dragonship Magia for being judicious recyclers." Though they weren't in the heart of the ruined city, they weren't on the outskirts either and the very fact that this carrier was emptied, yet lacking any remains, meant that the magia monstrosities inside had escaped. Escaped, and would be able to explain. "It'd be best, I wager, to advance boldly even whilst taking care to evade the majority of the systems' defenses."

He knocked his knuckles against the thick steel plates, all still intact, still useful.

"I suspect the longer we dawdle, the higher the chance an Overseer or three will come to collect this hunk of steel. And that'll certainly be unpleasant for anyone still inside."
Rolls


Expertise Check
1d100 (60) + 50 = 110
Presence | Cain Darlite


Overseer Check
1d100 (98) = 98


Security System [490/600]
Overseer Arrival: 1%
Playsheet

Overseer Incursion



The Carrier, rife as it is with valuable materials, will undoubtedly be a target for recycling by the Overseers of Vintergard. Stuck inside the Carrier, however, it is up to luck and haste alone whether or not the adventurers will be able to get everything they need done before the roof over their heads is dismantled by the Dragonship Magia's appendages.

For every post made, increase the Overseer Arrival chance by 1%, then roll a 1d100. If the number rolled is equal or below the Overseer Arrival chance, roll a 1d3 to determine the number of Overseers that arrive at the scene, whom must be dispatched to continue with the adventure. Once the Overseers are dispatched, reset the Overseer Check to 1%.

When an Objective or a Contribution Bar is cleared on your post, increase Overseer Arrival chance by 5% instead.

 

Ash Vargold

❮ Dissonant Exterminator ❯
B
NG+
Messages
665
Gold
0
Mastery
0
Valor
25
Event
0
Special
0
OOC
Storage
Tarkya
215 / 215


Ah. That was Aisling's boss there, after all. Wow, she didn't try to hide her identity at all. That's reckless. Ash reigned in the part of his brain that began to walk down the dreaded road of 'kids these days' and resolved to try and not make it awkward. Here, she was just another player.

"Yup. Something about this place just keeps dragging me back. Ash shrugged, squinting to peer deeper into the ship."After what happened with Camp Hope, it doesn't seem like I can just ignore it anymore.

The light of emergency lights blinked and flickered in the distance. Somewhere in the distance he could hear the high-pitched whine of faltering machinery struggling within the machine. "I can't say I'm a fan of charging ahead, but if we're really on a time limit, I'll follow your judgement. Worst case scenario, we scramble."

He crossed his arms with a sigh. "I know computers, but I don't know shit about magitech. But if that magia could disrupt other magia, maybe we can do the same in here?"

EX-ACTION: Jamming
Magitech, Harmonics. At the start of your turn you may make a DC 75 Mastery (Magitech or Harmonics) check. On a success you reduce incoming damage by 15. You may apply this reduction to other players.

Code:

Scouting Result (Average)


Munitions
Ash Vargold's Zone

A rack of magitech sentries dominates this space. Most of the racks are empty, but a few sentries remain, contained by crushed beams and metal. Though currently dormant, the drones themselves seem to be in good shape...


Rolls

Expertise Check (Security System)
1d100 (69) + 40 = 109
Awareness | Ash Vargold | 1456C1

Expertise Check (Scouting)
1d100 (32) + 40 = 72 (Average)
Awareness | Ash Vargold | 1456C1

Overseer Check
1d100 (82) = 82


Playsheet Link

Security System [381/600]
Overseer Arrival: 2%
 
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Lady N

❮ God's Exceed ❯
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NG+
Messages
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Gold
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Mastery
10,945
Valor
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Event
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Special
0
OOC
Storage
Pandora
Lady N Questline: Mysteries of the N Suit
Lost Carrier

God's Exceed | Rogue Traveler | Battle Settings
160 / 160
Battle Gear "Type N--" | Energy Supply "Synchronization Poor" | Weapon Control "Updates Required" | Body Control "Updates Required" | Core System "Irregularity Confirmed"
| Status | Location


Opening her UI, one of the first things Chelsea did was prepare to send Ash a message. She stopped herself before clicking send, however. The possibility of messages being accessed by others wasn't something she wanted to find out the hard way. Luckily she tried to avoid hiring stupids and Ash wasn't making the mistake of drawing attention to her.

Hanno and Cain being present was a surprise. This many people really wanted to stick their heads into this? Of course they did, this was Terrasphere...

When they both stated that this place both wasn't empty and that Overseers would arrive eventually, Chelsea's eyes narrowed. They were right but she intended to be quick. More people meant slower progress in her mind. The way Cain followed her around... she didn't need some guardian! A Nexon solves their own problems! They had to...

"Then we shouldn't just stand around..."


Following Ash she already knew that everyone besides her was going to be much stronger. Especially with her avoiding her suit. So she would just use her real-world knowledge of machinery... which was more computer and non-magic robotic design than this crap but oh well. Being careful and trying to recognize what looked like security triggers. Chelsea made her way through the munitions area.

"I know computers, but I don't know shit about magitech. But if that magia could disrupt other magia, maybe we can do the same in here?"

"...You mean using soundwaves and frequencies? That's Cain's responsibility. We don't want to gather attention with unnecessary noise..."


If it truly worked like that, the wrong note would just cause a disaster. It wasn't worth the risk for the perpetually pessimistic Nexon. That did remind her of something though, it had taken longer than normal for her to lose herself during the battle at Camp Hope...

@Hanno Futaba @Cain Darlite
Eventer Queue: @Ash Vargold | @Lady N | --- | ---
Security System [284/600]
Overseer Arrival: 3%
Lady N's Sheet



❰ Expertise ❱

Knowledge Check
vs
Security Contrib

Knowledge | Lady N | 1456C2


❰ Main Action ❱

N/A

------





❰ Overseer FOE ❱

No Encounter

------








Lost Carrier

A destroyed Magia transport that never arrived at its destination. These carriers are built like massive crabs with flat or domed surfaces and no pincers. This carrier has crumpled onto the ground, and a large part of its frame has been crushed inwards There doesn't seem to be any sound coming from it and no mechanized enemies around. Leaving it abandoned, at least not from the outside.

W1XFapa.png


Key

Ground: Passible
Metal Floor: Passible.
Metal Wall: Impassible
Collapsed: Impassible


Cycle 2


<Since Tark labeled the roll as cycle 1 I'm just going to say this is cycle 2 lol.>

  • Side Quest: Mysteries of the N-Suit
    Lady N Personal Questline

    This is a off DM dungeon questline that Lady N (Chelsea R. Nexon) is undertaking over the next season or two of Terrasphere. Off DM means there is no loot, no death, and all mechanics can just be ignored for freeform if you want!

    Basic Rules;
    • Use and link a playsheet.
    • You may only move one zone at a time and cannot move diagonally.If moving through a already explored zone, you may add 1 to your move, Move buffs like Speed and Haste do not change this rule. Each zone in the dungeon can be seen as an area unto itself. So each zone can have detailed content completely isolated from its surroundings. Extension can reach adjacent zones once they are entered by at least one character.
    • You can use one action and one bonus action per turn.
    • We will fully use the new playtest. If available.
    • For each zone entered besides the first and last zone, someone other than @Lady N can decide the event and mechanic that occurs there (they add it to their post but do not have to be in that zone themselves!). If no one is willing, then a DM spice request will be made for that zone and if not taken within 24 hours of the request, I will take over. For future dungeons in this questline, others may choose to be the thread starter and they will be the ones to set the first and last.

  • Details on each player-occupied zone.
    I will update this in real-time when I can.

    Entrance Point

    Hanno / Cain Darlite
    Where the open hatch of the carrier leads to. The sunlight pouring through it spreads into this area. The metallic hallway is empty except for some caved-in pieces of the carrier's exterior laying about. The smell of burnt circuitry and melted steel permeated the air even now. To the north is a wall of crushed steel. So south is the way to go.

    This is the entrance point. Unless another exit is discovered this is the only way in or out of this dungeon.

    Munitions

    Lady N / Ash Vargold
    A rack of magitech sentries dominates this space. Most of the racks are empty, but a few sentries remain, contained by crushed beams and metal. Though currently dormant, the drones themselves seem to be in good shape...


  • These are default actions that you can do alongside your Main Action or Situational Action., which you can use once per turn. Since this is an off DM thread, you, or the spice DM, choose what happens on successful/unsuccessful search checks.

    Scout
    Bonus Action. Roll Quality (Mastery or Expertise) check to scout an adjacent zone.
    Search
    Bonus Action. Roll a Quality (Mastery or Expertise) check to search a zone. The quality of your check determines what you find.
  • Actions that are given by whoever is handling the zone at hand. This is also where a DM spicers added actions will go when N posts if not cleared in 1 cycle. If you want to make it look good, copy the example below for your created actions.

    Name
    Action/Passive/Bonus (Mastery Needed, If Any)
    Description and mechanics.

    EX-ACTION: Jamming
    Magitech, Harmonics. At the start of your turn you may make a DC 75 Mastery (Magitech or Harmonics) check. On a success you reduce incoming damage by 15. You may apply this reduction to other players.

    Code:



 
Last edited:

Hanno Futaba

❮ Shield of Hope ❯
F
NG+
Messages
894
Gold
12,360
Mastery
10,670
Valor
1
Event
0
Special
0
Chanlye
255 / 275

-20 damage from Security System


Following the group, Hanno kept wandering, with his eyes seeking for any hint of enemies, especially at Cain's mention of Overseers. Those were no joke, so hurrying up was the best option, even if it was into the unknown.

Hanno whistled quietly at the well conserved sentries, with most of them being in such a good shape it was impossible to tell if they were truly inactive.

Leaning in, Hanno rubbed his chin, albeit something soon caught his attention, something glimmering by the edge of his pheripheral vision as it charged up.

"Shit- Watch out!" Hanno hissed, thrusting his shield forward just in time to try and deflect the sudden flurry of bullets that a sneaky turret targetted the group with.

Play Sheet (Counter = Ultra Counter)

Rolls


Movement: Going to Munitions Zone

Expertise Check
1d100 (59) + 50 = 109
Awareness | Hanno Futaba | 1456C2

Save
1d100 (72) + 0 = 72
Reflex | Hanno Futaba | 1456C2

Roll Result
1d100 (47) = 47
Overseer Encounter



Beware of the Security System!



The Security System of the Carrier is still activated, creating hazards in most of the zones. In the following Zone, the group must do what they can to overcome the Security System to eventually partially deactivate it in the area.

Use an Expertise Check to help to fulfill the Contribution Check, flavoring how you are helping to defeat the Security System (Knowledge for hacking, Knack for disarming traps, Presence to bait the sensors away, etc...)

You may continue to move through the Zones, and even encounter other challenges on the way, but until the Contribution Check isn't completed, the Security System will retaliate with security turrets, sentries, and traps, forcing the group to make a DC 70 Reflex Save to avoid receiving the full blow of 40 damage, halving it instead. Every Cycle with the Contribution Check incomplete raises the Save DC and the damage by 15.


Contribution Check
[ 175/600 ]


@Ash Vargold @Cain Darlite @Lady N

(I can make the next zone after Cain, I am a bit cramped with other stuff right now and this is a phone post, lol)
 

Cain Darlite

❮ Pathfinder ❯
H
Messages
160
Gold
0
Mastery
0
Valor
36
Event
0
Special
0
OOC
Ashifili
155 / 160

"I'm glad you trust me so much," Cain replied to Lady N, placing his hand against the wall once more. Solid in the way only metals could be, the Flagbearer allowed his own senses to seep into the rigid material. Like dropping a coin into a hole, listening for the echo. Like staring down a tunnel, searching for its end. But for all the searching he did, it was Hanno's deflection of a turret that gave him what he was looking for. Shrapnel scattered from Ghast's surface, metal superficially slicing open his cheek, but Cain simply rubbed off the blood that dripped with the palm of his hand.

He seized it now. Heard the call-and-response of what dwelled within the walls, felt the throbbing of magitech as it sought to drain more power, construct more bullets, sense for more targets. A living network, drawn out of silicon and circuitry, speaking in ones and zeroes. And like machinery, all that that was required for a fully-automated defense system to be crippled was a single fault in the system.

A ripple expanded out from that steel wall, a wave that reached the entirety of the carrier, breaking a very specific part of the security system.

"Well then," the Flagbearer said, jauntily strolling up behind the others as he clapped away the invisible dust on his hands. "That, I believe, would be the end of that. Now, as for these sentries over there, I do wonder if something valuable could be gleaned from them. Mayhaps recordings of what lies further down inside the carrier? Or maybe even something along the lines of an authentication key, in case access through non-violent means are still a concern for us."

Cain folded his arms over his chest, possessing the supreme smugness of an individual who had completed his assigned task and was now comfortable with just watching others do theirs.

"Matters of magitech would be your responsibility, yes, Lady N?"
Rolls


Expertise Check
1d100 (100) + 50 = 300 (Critical Success!)
Presence | Cain Darlite

Save
1d100 (47) + 25 = 72
Reflex | Cain Darlite [Successful Halving]

Mastery Check
1d100 (93) + 25 = 118
Harmonic Magic | Cain Darlite [Successful Jamming]

Overseer Check
1d100 (47) = 47


Security System [000/600]
Overseer Arrival: 9%
Playsheet

Record Restoration



Pinned and dormant, these deactivated Sentries may yet possess information valuable for accessing or scouting out the innermost chambers of the carrier. Whether by pulling them apart to access their black boxes or by reactivating them after changing ownership certifications to have them serve as drones, there's plenty of possibilities in using, rather than destroying, these Magia.

Roll a Quality Check using Knowledge or the Magitech mastery. An Average to Great roll gives you information on the next zone. A Spectacular to Extraordinary roll gives you information on the next two zones. A Legendary roll gives you information on all remaining zones. Any roll that is below average causes 30 HP to be lost, however, as the Sentry self-destructs upon realization that it's been compromised.

When making these Quality Checks, increase Overseer Incursion by 3% instead of 1%, signifying the greater length of time taken.



The Carrier, rife as it is with valuable materials, will undoubtedly be a target for recycling by the Overseers of Vintergard. Stuck inside the Carrier, however, it is up to luck and haste alone whether or not the adventurers will be able to get everything they need done before the roof over their heads is dismantled by the Dragonship Magia's appendages.

For every post made, increase the Overseer Arrival chance by 1%, then roll a 1d100. If the number rolled is equal or below the Overseer Arrival chance, roll a 1d3 to determine the number of Overseers that arrive at the scene, whom must be dispatched to continue with the adventure. Once the Overseers are dispatched, reset the Overseer Check to 1%.

When an Objective or a Contribution Bar is cleared on your post, increase Overseer Arrival chance by 5% instead.
 

Ash Vargold

❮ Dissonant Exterminator ❯
B
NG+
Messages
665
Gold
0
Mastery
0
Valor
25
Event
0
Special
0
OOC
Storage
Tarkya
185 / 215

-30 from Sentry Self-Destruct


"Oh, good. Wasn't looking forward to being shot at... again..." Ash made a face as he walked deeper into the room. "For a fantasy world, there sure are a lot of bullets, lately."

He approached the remaining sentries. They looked like they could have come from the real world, but that was just on first glance. It didn't take much observation to see all the ways it couldn't. He couldn't make heads or tails of how they worked, but he could at least try to pull it out for someone who could. "You know, this was the first thing I saw when I logged in after the hiatus-"

Unfortunately, the very act of trying to move the sentry seemed to be enough to set it off. Rudely activated by the disturbance, it let out a stuttering alarm shortly before its abrupt self-destruction in his face. The others soon joined in the chorus, filling the chamber with a disorienting cacophony.

From outside the carrier, a low bellow echoed in response. An Overseer had been alerted, and its arrival was imminent.

"...oh, fuck me."



Overseer

DC 75 | Retal 40
❰ 9 / 9 ❱
Emergency Protocol. When an Overseer's LP hits 0, they violently expel the melted materials within. All engaged characters must make a DC 75 Reflex Save of or take an additional 40 Retal upon defeat of an Overseer.

Code:

Rolls

Movement: Moving to Munitions
Save vs Security System
1d100 (67) + 0 = 67 (Fail!)
Reflex | Ash Vargold

Expertise Check (Sentry Check)
1d100 (35) + 0 = 35
Knowledge | Ash Vargold

Overseer Check
1d100 (3) = 3

Overseers Summoned
1d3 (1) = 1


Playsheet Link

Overseer Arrival: 1% (Reset!)

@Lady N @Hanno Futaba @Cain Darlite
 
Last edited:

Lady N

❮ God's Exceed ❯
H
NG+
Messages
137
Gold
5,425
Mastery
10,945
Valor
73
Event
0
Special
0
OOC
Storage
Pandora
Lady N Questline: Mysteries of the N Suit
Lost Carrier

God's Exceed | Rogue Traveler | Battle Settings
80 / 160
Battle Gear "Type N--" | Energy Supply "Synchronization Poor" | Weapon Control "Updates Required" | Body Control "Updates Required" | Core System "Irregularity Confirmed"
| Status | Location


"I'm glad you trust me so much,"

Chelsea wouldn't admit it but she did more so than others anyway. Unlike the stupid kamikaze hero AI that was Seigi, Cain was a wild man but like she told him before, he was more crazy than stupid. He was also the one to defeat the slimodile while she was unconscious.

And here again, he proved his usefulness.
It was annoying how well he did in fact.

It was also true that machines should be her specialty, and they were. Then why did she have so much difficulty with this stuff? Rumors were that people were better in Terrasphere than real life, affecting outside performance. Chelsea never felt that way. In this game, she felt... vulnerable and hated it. The removal of the barrier of status is the likely culprit. A double-edged sword as in real life that also caused her stress in different ways.

Regardless, nothing mattered now because...

"...oh, fuck me."


Indeed.

Chelsea immediately flattened against the wall to avoid the large scavenger that now filled a part of the area. Any chance of remaining unnoticed by whatever else was here was now gone in an instant.

Unless they could defeat this swiftly and with little noise...
Boo, just endless amounts of boo...
She had no choice, she didn't want to do this again.

Chelsea hesitated and refused to use the N Gear, only to be hit by an appendage and set sliding across the wall. Crumpled on the ground she reached for the bracelet. Maybe she could just lie here and this would go away like the slimodile...

It was good that her thoughts were never heard aloud.

@Hanno Futaba @Cain Darlite
Eventer Queue: @Ash Vargold | @Lady N | --- | ---
Overseer Arrival: 1%
Lady N's Sheet



❰ Expertise ❱

]


N/A

------


❰ Main Action ❱


Multi Attack
vs
Overseer

Dynamism | Lady N | N Quest Carrier



❰ Overseer FOE ❱

In Battle

------







Overseer

DC 75 | Retal 40
❰ 7 / 9 ❱
Emergency Protocol. When an Overseer's LP hits 0, they violently expel the melted materials within. All engaged characters must make a DC 75 Reflex Save of or take an additional 40 Retal upon defeat of an Overseer.

Code:



Lost Carrier

A destroyed Magia transport that never arrived at its destination. These carriers are built like massive crabs with flat or domed surfaces and no pincers. This carrier has crumpled onto the ground, and a large part of its frame has been crushed inwards There doesn't seem to be any sound coming from it and no mechanized enemies around. Leaving it abandoned, at least not from the outside.

aur3Co8.png


Key

Ground: Passible
Metal Floor: Passible.
Metal Wall: Impassible
Collapsed: Impassible


Cycle 3



  • Side Quest: Mysteries of the N-Suit
    Lady N Personal Questline


    This is a off DM dungeon questline that Lady N (Chelsea R. Nexon) is undertaking over the next season or two of Terrasphere. Off DM means there is no loot, no death, and all mechanics can just be ignored for freeform if you want!

    Basic Rules;
    • Use and link a playsheet.
    • You may only move one zone at a time and cannot move diagonally.If moving through a already explored zone, you may add 1 to your move, Move buffs like Speed and Haste do not change this rule. Each zone in the dungeon can be seen as an area unto itself. So each zone can have detailed content completely isolated from its surroundings. Extension can reach adjacent zones once they are entered by at least one character.
    • You can use one action and one bonus action per turn.
    • We will fully use the new playtest. If available.
    • For each zone entered besides the first and last zone, someone other than @Lady N can decide the event and mechanic that occurs there (they add it to their post but do not have to be in that zone themselves!). If no one is willing, then a DM spice request will be made for that zone and if not taken within 24 hours of the request, I will take over. For future dungeons in this questline, others may choose to be the thread starter and they will be the ones to set the first and last.

  • Details on each player-occupied zone.
    I will update this in real-time when I can.

    Entrance Point


    Where the open hatch of the carrier leads to. The sunlight pouring through it spreads into this area. The metallic hallway is empty except for some caved-in pieces of the carrier's exterior laying about. The smell of burnt circuitry and melted steel permeated the air even now. To the north is a wall of crushed steel. So south is the way to go.

    This is the entrance point. Unless another exit is discovered this is the only way in or out of this dungeon.

    Munitions

    Lady N / Ash Vargold / Cain Darlite / Hanno
    A rack of magitech sentries dominates this space. Most of the racks are empty, but a few sentries remain, contained by crushed beams and metal. Though currently dormant, the drones themselves seem to be in good shape...


  • These are default actions that you can do alongside your Main Action or Situational Action., which you can use once per turn. Since this is an off DM thread, you, or the spice DM, choose what happens on successful/unsuccessful search checks.

    Scout
    Bonus Action. Roll Quality (Mastery or Expertise) check to scout an adjacent zone.
    Search
    Bonus Action. Roll a Quality (Mastery or Expertise) check to search a zone. The quality of your check determines what you find.
  • Actions that are given by whoever is handling the zone at hand. This is also where a DM spicers added actions will go when N posts if not cleared in 1 cycle. If you want to make it look good, copy the example below for your created actions.

    Name
    Action/Passive/Bonus (Mastery Needed, If Any)
    Description and mechanics.

    Record Restoration
    Pinned and dormant, these deactivated Sentries may yet possess information valuable for accessing or scouting out the innermost chambers of the carrier. Whether by pulling them apart to access their black boxes or by reactivating them after changing ownership certifications to have them serve as drones, there's plenty of possibilities in using, rather than destroying, these Magia.

    Roll a Quality Check using Knowledge or the Magitech mastery. An Average to Great roll gives you information on the next zone. A Spectacular to Extraordinary roll gives you information on the next two zones. A Legendary roll gives you information on all remaining zones. Any roll that is below average causes 30 HP to be lost, however, as the Sentry self-destructs upon realization that it's been compromised.

    When making these Quality Checks, increase Overseer Incursion by 3% instead of 1%, signifying the greater length of time taken.


    EX-ACTION: Jamming
    Magitech, Harmonics. At the start of your turn you may make a DC 75 Mastery (Magitech or Harmonics) check. On a success you reduce incoming damage by 15. You may apply this reduction to other players.

    Code:



 

Hanno Futaba

❮ Shield of Hope ❯
F
NG+
Messages
894
Gold
12,360
Mastery
10,670
Valor
1
Event
0
Special
0
Chanlye
230 / 320

Vulnerable
-40 -80 HP from Overseer (Vulnerable)


Hanno nodded at @Cain Darlite's suggestion. "Yeah, the least we have to make our presence clear with fights and other loud stuff, the better-"

And as if they were collectively raising the biggest red flag ever, the words of @Ash Vargold, followed by an unexpected explosion brought a loud alarm for every single freaking nearby soul, be it real or artificial, to be warned of their presence.

Huffing and trampling forward, Hanno rose his shield frontwards, charging in the direction of the big monstrosity and throwing himself with all strength against it, slamming his shield against its carapace before he was slightly thrown backward, where he managed to maintain some balance after a small struggle.

"Keep your guards up-" He said, not yelling, but loud enough for the others to hear before he rose his shield, with it brimming while a protective dome circled around his three comrades, forcing Ghast to stay as a cover to Cain and N, who were the squishiest of the quartet.

Play Sheet

Rolls


Ultra Protect
2d100 (18 + 77) + 25 + 25 = 145
145 damage
Give @Cain Darlite & @Lady N Protected State. You are Vulnerable.
Guard Arts | Hanno Futaba | N Quest Carrier

(BA) Savior
@Ash Vargold, @Cain Darlite & @Lady N have their defense raised. +15 to Save Rolls next cycle.
Aura | Hanno Futaba | N Quest Carrier



Overseer Arrival: 1%

Overseer

DC 75 | Retal 40
❰ 6 / 9 ❱
Emergency Protocol. When an Overseer's LP hits 0, they violently expel the melted materials within. All engaged characters must make a DC 75 Reflex Save of or take an additional 40 Retal upon defeat of an Overseer.

Code:

@Ash Vargold @Cain Darlite @Lady N
 

Cain Darlite

❮ Pathfinder ❯
H
Messages
160
Gold
0
Mastery
0
Valor
36
Event
0
Special
0
OOC
Ashifili
115 / 160

There had to be irony in this, no? It was, indeed, the sort of moment where things could actually be played up for comedy, when a character triggered a trap and everything suddenly became so much more exciting than it otherwise would have been.

In this case, however, Cain simply suppressed an urge to sigh as the Overseer punched holes through the top of the carrier with its appendages, melting through heavy plate as if it were cheap aluminum, before the low vibration of its engine caused him to feel nauseous even through the protective dome of Hanno's magic. With such magic, however, came the opportunity for him to cast his own as he rushed to Lady N's side, hoisting the young woman up.

"Having second thoughts yet?" The Flagbearer said, flashing his teeth at her. "Not too late to just ditch the suit and learn how to shoot a bow?"

And with such inflammatory comments, of course the entire party's might would be empowered!

Magic derived from emotion had that sort of effect, after all.
Rolls


Power Buff (AoE)
2d100 (53 + 91) + 25 + 25 + 25 + 15 + 50 = 95 (Total divided by 3)
+95 buff to 3 targets for 1 post @Ash Vargold @Lady N @Hanno Futaba
You are Vulnerable.
Harmonic Magic | Cain Darlite | Coordinate with Ash (+15)


Overseer Arrival: 1%
Playsheet
Overseer
DC 75 | Retal 40
❰ 6 / 9 ❱
Emergency Protocol. When an Overseer's LP hits 0, they violently expel the melted materials within. All engaged characters must make a DC 75 Reflex Save of or take an additional 40 Retal upon defeat of an Overseer.


Pinned and dormant, these deactivated Sentries may yet possess information valuable for accessing or scouting out the innermost chambers of the carrier. Whether by pulling them apart to access their black boxes or by reactivating them after changing ownership certifications to have them serve as drones, there's plenty of possibilities in using, rather than destroying, these Magia.

Roll a Quality Check using Knowledge or the Magitech mastery. An Average to Great roll gives you information on the next zone. A Spectacular to Extraordinary roll gives you information on the next two zones. A Legendary roll gives you information on all remaining zones. Any roll that is below average causes 30 HP to be lost, however, as the Sentry self-destructs upon realization that it's been compromised.

When making these Quality Checks, increase Overseer Incursion by 3% instead of 1%, signifying the greater length of time taken.

The Carrier, rife as it is with valuable materials, will undoubtedly be a target for recycling by the Overseers of Vintergard. Stuck inside the Carrier, however, it is up to luck and haste alone whether or not the adventurers will be able to get everything they need done before the roof over their heads is dismantled by the Dragonship Magia's appendages.

For every post made, increase the Overseer Arrival chance by 1%, then roll a 1d100. If the number rolled is equal or below the Overseer Arrival chance, roll a 1d3 to determine the number of Overseers that arrive at the scene, whom must be dispatched to continue with the adventure. Once the Overseers are dispatched, reset the Overseer Check to 1%.

When an Objective or a Contribution Bar is cleared on your post, increase Overseer Arrival chance by 5% instead.
 

Ash Vargold

❮ Dissonant Exterminator ❯
B
NG+
Messages
665
Gold
0
Mastery
0
Valor
25
Event
0
Special
0
OOC
Storage
Tarkya
145 / 240

-40 from Overseer


"I swear, these things just love to scream and explode in my face-" Ash drew his sword as he muttered angrily, looking up at the robot tearing its way into the carrier. "Would be great to have something other than a sword to fight this guy with."

It would be easy to stay under the protective aegis of Hanno's shield, but... well, considering he'd gotten them all into this mess, the least he could do was to try and mitigate his mistakes. He ducked forward, his sword flashing with Cain's bolstering magic as he swung towards one of the tentacles tearing through the metal.

And it was good, having that magic - his swing was crude, but it was still able to slice through, sending the claw crashing to the ground. He pulled back, hissing as hot oil sprayed from the withdrawing tentacle. "Okay, that's one arm down..."

Rolls

Counter
1d100 (9) + 20 + 15 + 95 + 15 = 154
154 damage
Counter failed. No additional damage dealt and no damage reduction
Guard Arts | Ash Vargold

Overseer Arrival: 1%
Playsheet

Overseer
DC 75 | Retal 40
❰ 4 / 9 ❱
Emergency Protocol. When an Overseer's LP hits 0, they violently expel the melted materials within. All engaged characters must make a DC 75 Reflex Save of or take an additional 40 Retal upon defeat of an Overseer.


@Lady N @Hanno Futaba @Cain Darlite
 
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