One day, a strange letter arrived at the headquarters of the Lion's Pride.
It was a very fishy letter at the very minimum, but the Lions felt like they should at least investigate it to see if the claims held any weight to them.
At first the Lions tried contacting the authorities in Falderen for help in this matter, but they were promptly ignored. The authorities were not interested in spending resources looking over a supposed threat that was attacking Starcalled of all things.
So, instead, the Lions worked together with the Explorer's League to get some low-rank Whistles to look over the region in Falderen to verify the claims in the letter.
A few days later, a report arrived at the Lions' office with some worrying information.
First, all the people on the list had indeed disappeared... Also, they were not the only ones. A few more people who were also UI Locked Starcalled had gone missing.
Secondly, one of the Whistles found a terrain with a well-camouflaged illusion spell in it. Not much more was investigated about it, as the Whistle was worried about alerting whoever was within said terrain, but considering where it was located, and the recent disappearances, it felt likely that this could be the hideout of the cultists.
So, with confirmation of the threat of the Cultists of Urukhan, the Lions decided to assemble a small team of volunteer Starcalled to head to the region and take care of the cultists, using whatever means they deemed necessary.
And that's where you come in.
The travel time was mostly uneventful. Your disguises seemed to be doing their job in making your small group look inconspicuous.
After arriving at the location that the Whistle helper marked on your maps, the more magically-attuned people in your group would be able to sense the faint illusion spell. It was truly well-concealed, and something you'd easily miss if you didn't know where to look.
Well, now was the time to act. You need to find their hideout within this terrain, and take care of the problem.
You're at the terrain in Pormont and need to find out the cultists' hideout. You have two methods available to you:
1) Do a Mastery or Expertise check. Any Mastery or Expertise works so long as you can flavor it as helping the team find the hideout concealed by the illusion. The total results of the checks need to add up to 275 or higher by the end of Cycle 1 for you to succeed.
Decide which goal you're going after before you roll.
You need to decide on your Masteries and Expertises on this cycle.
You can decide on your Skills once a combat cycle starts.
Playtest Packet:
docs.google.com
Playtest Sheet:
docs.google.com
Break Rules: https://docs.google.com/document/d/...nXx3p-6ciO-etDEcI/edit#heading=h.ta02pm75m8cl
Mastery Levels: C, D, D
Weapon, Armor, Acessory Levels: D, D, D
Expertise Levels: C, D, D
@Ash Vargold @Magnolia @Plutopia @Nobody @Lune
I figured you would be the right people to tell this.
A bunch of morons are worshiping Urukhan of all things. Crazy stuff, right?
Well, they kinda hate Starcalled because they keep on reviving. Defying the will of Urukhan and all that. They say that Starcalled are the chosen of the disgraced Synra and stuff like it. Bunch of nonsense if you ask me.
So, those idiots have been hunting some UI Locked Starcalled around Pormont. Here's some of the prey they already felled.
[A list of names was provided]
Do yourselves a favor and hunt them down, won't you? I'm looking forward to seeing your results.
A bunch of morons are worshiping Urukhan of all things. Crazy stuff, right?
Well, they kinda hate Starcalled because they keep on reviving. Defying the will of Urukhan and all that. They say that Starcalled are the chosen of the disgraced Synra and stuff like it. Bunch of nonsense if you ask me.
So, those idiots have been hunting some UI Locked Starcalled around Pormont. Here's some of the prey they already felled.
[A list of names was provided]
Do yourselves a favor and hunt them down, won't you? I'm looking forward to seeing your results.
Sincerely,
-A friend?
-A friend?
It was a very fishy letter at the very minimum, but the Lions felt like they should at least investigate it to see if the claims held any weight to them.
At first the Lions tried contacting the authorities in Falderen for help in this matter, but they were promptly ignored. The authorities were not interested in spending resources looking over a supposed threat that was attacking Starcalled of all things.
So, instead, the Lions worked together with the Explorer's League to get some low-rank Whistles to look over the region in Falderen to verify the claims in the letter.
A few days later, a report arrived at the Lions' office with some worrying information.
First, all the people on the list had indeed disappeared... Also, they were not the only ones. A few more people who were also UI Locked Starcalled had gone missing.
Secondly, one of the Whistles found a terrain with a well-camouflaged illusion spell in it. Not much more was investigated about it, as the Whistle was worried about alerting whoever was within said terrain, but considering where it was located, and the recent disappearances, it felt likely that this could be the hideout of the cultists.
So, with confirmation of the threat of the Cultists of Urukhan, the Lions decided to assemble a small team of volunteer Starcalled to head to the region and take care of the cultists, using whatever means they deemed necessary.
And that's where you come in.
The travel time was mostly uneventful. Your disguises seemed to be doing their job in making your small group look inconspicuous.
After arriving at the location that the Whistle helper marked on your maps, the more magically-attuned people in your group would be able to sense the faint illusion spell. It was truly well-concealed, and something you'd easily miss if you didn't know where to look.
Well, now was the time to act. You need to find their hideout within this terrain, and take care of the problem.
Cycle 1
You're at the terrain in Pormont and need to find out the cultists' hideout. You have two methods available to you:
1) Do a Mastery or Expertise check. Any Mastery or Expertise works so long as you can flavor it as helping the team find the hideout concealed by the illusion. The total results of the checks need to add up to 275 or higher by the end of Cycle 1 for you to succeed.
- If you have a racial trait that can help you in your search, you can add it to the flavor of your post, and then add a +5 modifier to your check.
Decide which goal you're going after before you roll.
Cycle 1 Rules
You need to decide on your Masteries and Expertises on this cycle.
You can decide on your Skills once a combat cycle starts.
Playtest Packet:
3.08 Playtest Packet
Sphera 3.08 Playtest Packet Preface Mastery cap: Max 1U, 2S, 2A, 1B True Damage: cannot be multiplied or divided. Every mastery has a main role and a secondary role. Secondary role actions are always 1 rank lower than the main role actions. See the end of the document. Instance means that the att...
Tarkya's Sphera 3.08 Playtest Sheet
Mastery Levels: C, D, D
Weapon, Armor, Acessory Levels: D, D, D
Expertise Levels: C, D, D
@Ash Vargold @Magnolia @Plutopia @Nobody @Lune
Code:
[hp=100]100[/hp]
[status]
[/status]
(RP Post goes here)
[action][Move]
A1 → A2 (Actions)[/move]
Actions Here
[/action]
[fa]fa-solid fa-skull[/fa] Contribution: X/X
[fa]fas fa-swords[/fa] Character Sheet
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