Complete Private Side Story Giant Godshroom

Pandora*

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Giant Godshroom

The last God Spore

Isulus.

The area is awash in fungi of various types as is the norm for this region. Marshlands abound and creatures that live off the fungi scitter underfoot. Many of said creatures are being consumed by fungi themselves. Primitive and cruel the laws of nature are.

Towering ever closer is the ginormous mega mushroom. Dubbed the Giant Godshroom. So magnificently oversized that just God in front wasn't enough. Within lay an entire civilization of Myconids and their monarch. This monarch was special, this one fed upon the spores of the Giant Godshroom. It is said the monarch became so large it never leaves its abode. Simply sapping off the Godshroom for centuries.

A tail swishes, ears twitch, and red eyes glare with a mix of vague interest and great disgust. Red eyes linger and another and then a snarl.

"Yuck.... I might be prrroud to be a beast but this is a bit too naturral for even me! I hate this place."


"You told her you'd come here right big sis? For more of those injections was it?"

"I was told I had a new friend. Now you go around calling me sisterrrr? I have no morre sisterrrrs. You don't even have the prrimal aurra. I didn't expect you to be a smarrrtass so shut up! The things I do to continue the lunatic legacy.... grrrrr!"


"Oh... I smell them. It's difficult because one of them stinks to high heaven drowning out the rest but my nose doesn't lie. They approach the Giant Godshroom."

"About time! I need to tearrr some disgusting outworlderrs to thrrrrreads!"


"Don't forget the goal. The spore was it?"

"....not my fault if they arre in the way. Rright, Ni? Rright, Fu?


"You... are talking to no one big sis..."










"Heh, you are such a nerd. As always. I'm surprised you came. I was told no one from the group of wannabe scientists would be here?"


"You know full well why I am here Rettah."


"Actually I don't. Nor do I give a shit. I don't pay attention to all the stuff bigwigs do. I prefer a 'Stuff Just Happens' approach to life."


"..sigh. How the numbers no longer match up. Once math fails I don't want to be..."


"....? Fear death? Good.. that's the only thrill there is Ninny."


Rettah and Nin notice your approach. Rettah waves lazily and greets you first.

"Welcome to shroomtopia. You know a lot of these are highly toxic? Just by walking by them... it's a thrill ain't it?" (Takes a bite of one in her hand.) "I wonder if it'll kill me?"


"Ignore her excess additions. For every 3.75 seconds spent, we have a lower probability of reaching the desired result."


Nin adjusts her glasses and comes forward, it's obvious to anyone even if they've never met her that she seems tired and more so than her usual exhaustion from touching grass. Rettah decides finish her shrooms all of which are a different color.

"You have come here to acquire a God Spore? I am Nin from MIT but right now I am here to help you outside of that factor."


"I'm here cause you know? It's my job to explore things and money's nice.. boring everyday life and all that." (Points towards the massive godsroom.) "That's the goal. The spores grow all the way up there. From the bottom of the head and rain down. Thing is we want one of good size and those are rare, especially with the monarch inside living off the godshroom.


"I have already calculated and there are approximately 2 hours 55 minutes and 12 seconds before another spore will fall. You all need to accumulate height, claim that spore, and then make it back."


Rettah smirks and runs her hand over the large object beside her. Upon closer inspection, it looks like a catapult.

"So just walking on over and climbing slowly is dull and there's no risk. So why not go for a quick solution eh Ninny? Everyone?"


Nin shook her head in disbelief at this suggestion but it was true that there was limited time and she also knew... they weren't the only ones here for that spore. Between the Myconids guarding their home while trying to collect it themselves for the monarch and any possible poachers of such a rare material... this could quickly become chaotic. That was the exact opposite of mathematics.

"I think that option should be put through a vote. The probability of severe injury or drawing attention is 82.7% not taking into account unknown variables. If we move at an accelerated rate we should make it in time regardless.."


The two give each other unfriendly glances before looking at you all to choose...
Travel on foot from the start or get a 'boost' from Rettahs catapult?

Meanwhile, a snicker comes from the shadows as a small bat-like creature flies away... and the scent of something wretched is building...

Indeed this may be a day of chaos.



Choice





Rettah Dam

Use the Catapult!​
  • Start with +1 OP.
  • Start with positional advantage but more risk.
  • Start with varying amounts of damage.




Nin

Uh... how about no?​
  • Start in default positions.
  • May be more difficult later on.


 
Last edited:

Pandora*

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PLAYER SECTION


  • Great Godshroom
    C0: A 'small' gathering.



    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 700 words excluding code.
    • Post Speed: Roughly once per 48 hours. I will match your pace to a degree
    • Fluid Time: Each character gets 1 post per cycle. There is no set posting order. Retroactive healing and protection are allowed, not retro buffing.
    • Post Template: Please do not alter the [action*][/action*] and enemy/objective tracking portion of your post. These elements must be displayed as is at all times. NOTE: I am more lenient on this than any other narrator out there and I am the only one managing this event. So I'm okay with some spicing up... but do keep it clear.
    • Comms: Limit of 3 posts per character, per cycle. Any communication can be done either by making a private comms thread or posting in the event's official comms thread.
    • Rolls: All rolls must be done in the #event-rolls channel. If you roll and don't post before the damage phase, It doesn't count. One-liners are not an issue here so use them when you must.
    • Thread Code: C01957

    Code:
    [b][metercolor=0.0]blue[/metercolor][inlinespoiler=Oversoul][0/10][/inlinespoiler][/b]
    [hp=100]100[/hp]
    
    (If you do not want to track Oversoul or Food you don't have to. It will be adjusted in the Party Section after every Damage Phase. If you choose not to track. Don't add these bars to your post. You may alter the code for these bars however you'd like including just using numbers. Be sure to keep the results clear.)
    
    [status] (This goes directly beneath the HP/Oversoul bars.)
    [/status]
    
    (RP Post goes here)
    
    [action][Move]
    A1 → A2  (Actions)[/move]
    
    Oversoul Action Here
    
    Bonus Action Here
    
    Main Action Here
    [/action]
    [fa]fa-solid fa-skull[/fa] Enemy: X/X HP | X/X SP (repeat for every enemy attacked)
    [fa]fas fa-swords[/fa] Character Sheet  (you may optionally post your sheet in your header. Be sure it's clear)
    [fa]fa-solid fa-sparkles[/fa] Oversoul Charges: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 0: Situationals

    • Introduction: This is a story-centric introduction cycle. No mechanics are in play. You may view your character data and consider your build sheet now. Builds are locked on your first post of Cycle 1.
    • Tips: Unless someone ooc asks for help. Focus on your own character's skill set and become proficient with it before expanding to how others may impact it.

    Mission: Acquire God Spore and Return!!


    Objectives: Divergence is at hand. How well these Objectives are accomplished will impact the story development of the remaining cycles and ultimately this event's conclusion.
    • Objective: Acquire God Spore
    • Objective: ????
    • Objective: ????
    • Objective: ????
    • Objective: ????

  • <<Oversoul>>
    Starcalled Level 2
    When the time to face a Fated Moment comes to pass. Often the soul shines far brighter when it is ready to go further beyond. For those times in battle, there is Oversoul.

    All of your points together are recorded at the end of every cycle. On your turn, you may use special Oversoul Free Actions, consuming the points you have personally stored.

    Now that the Starcalled have reached level 2, individual Unique Oversoul Abilities have been unlocked! You can use these as soon as you have built up the required OP needed. Abilities listed as [SEALED] are unavailable until a later point in the story. These abilities do not consume OP. These abilities are based on the build, tags, title, racial traits, and DAs you register into an LFG. Once acquired these will be formatted similarly to Generic Unique ability cards (yellow) in the builder. They will reflect the version of your character when they registered only. Always be sure you have your build information up to date for the most appropriate abilities to be allotted to you.

    Act as a team and use Oversoul to swing victory from the jaws of defeat Starcalled!

    Methods of building Oversoul:
    • Every action of HP/SP damage dealt, HP Healed, or Buff Applied to any amount of enemies or allies= 1 OP Charge
    • If you take direct damage (not splash or environmental) damage phase = 1 OP Charge
    • Tag an ally = 1 OP Charge
    • Enemy defeated = 1 OP Charge for kill taker.
    • Fight in the same or adjacent Zone with an Ally in the same Faction = 1 OP Charge
    • Fight in the same or adjacent zone as an NPC with Bond = 1 OP Charge
    • Important: All Oversoul is accumulated at the end of the damage phase after enemy attacks are dealt out. So you do not actually have the points you gain until they are given out by the DM/Narrator at that time.

    System Details
    • Events without an LFG do not use the Oversoul system.
    • Oversoul cannot be used retroactively beyond the mentioned before/after definitions.
    • Whenever a teammate is Killed/KO'ed they lose all Oversoul accumulated.
    • All advantages granted to Critical hit are only 1d100.
    • Advantages from Oversoul free actions do not work on Wild/Reckless pair. However, other forms of advantage such as Unique abilities and enemy weaknesses work as normal.
    • Oversoul free actions may be combined together (enhance+force+chain etc).
    • Beware: You are not the only ones that have Oversoul abilities...
    | Gobal 0 OP Cost Actions
    Carry: (Bonus Action) You can move others. When you move, you can pick up a willing ally from any zone you move through and drop them off at any zone you enter afterward as a bonus action.

    Reposition: (Bonus Action) You may move any one adjacent non-boss unit (and some objects) 1 zone in any direction from their zone.
    | Oversoul Global Free Actions

    (1 Charge) Enhance: +10 Modifier to next roll (checks, attacks, saves, etc). This must be done immediately after making the roll you want to enhance.

    (1 Charge) Force: Deal 25 SP damage when you deal damage. Does not work with aoe or splash. This must be done immediately after making the roll you want to enhance.

    (2 Charges) Chain (You and Ally): Combine one of your next Standard actions with one tagged ally's next Standard Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn, before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a chain is broken.

    (3 Charges) Overaction: Use an additional Bonus Action (you may not double the same BA). This must be done before taking action.

    (3 Charges) Cleanse: Remove all stacks of all curable ailments you currently have. must be done at the start of your turn before taking action or moving.

    (4 Charges) Action Swap: Swap any action of your choice in your build to your current build sheet. This can be done anytime on your turn.

    (4 Charges) Fortify: Negates your current Vulnerable state. This also brings Super Vulnerable back to Vulnerable. This must be done immediately after becoming vuln.

    (5 Charges) Unite (You and Ally): Combine one of your Special Actions with one tagged ally's next Special Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a unite is broken.

    (10 Charges) Fate Turner: Negate a Nat 1 or any deathblow within 25 damage (consider it an HP shield worth 25 when used). Must be used immediately after a nat 1 or after a deathblow is dealt to you. Beware denying a set fate may make the next meeting with destiny much worse. This stacks...

    (10 Charges) OVERSOUL:
    [SEALED]




  • uOcdzPl.png
    Explorers League | Pathfinder | Character Sheet ❯
    Crimson Ruby
    Oversoul [1/10
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • Level 2: (Passive) MAX HP +5 | Starting OP +1
    • (Passive) Pathfinder: 1-time advantage on any check made when venturing outside Astorea.
    • (Passive) Slayer -: (Damage Bonus vs Myconids +10.
    • (Passive) Sense: Awareness +10.
    • (Passive) Beastial Body: Immune to most Weapon and Armor Break debuffs.
    • (Passive) Night Guide: +20 Awareness to self and all in your zone at night.

    Glint of Light
    Unlocks at 3 OP
    • (Free) Ruby Resonance: Edge of an Emotion: (Apply [Emotion: 50/100] to yourself. You can increase or decrease this gauge by up to 25 once per cycle. Gain the following when within the required thresholds.
      • 0 Ripple Shield: Gain advantage on 1 save. Use as a BA to add this advantage to all within your zone.
      • 1-25 Illusory Step: +10 Awareness, Reflex and Will.
      • 26-49 Cat Chime: Gain advantage on Inspire actions.
      • 50 Resonance: +2 mod per ally in your zone to any main action performed.
      • 51-74 Sonic Edge: When using offensive actions, roll d10 and add a 5 flat damage x the result.
      • 75-99 Ripple Edge: +1 range to all offensive or defensive actions.
      • 100 Fatal Chime: +20 mod when using offensive actions. Use as a BA to Sonic Edge and instantly kill any non-boss enemy below 25% HP.
    • (Free) Primal Voice: Halves or doubles all Threat you deal to Beast-type enemies.
    • Passive) Hope's Edge: 1 advantage roll to any offensive actions. Another +1 if in the same zone as a listed "Fallen".

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Hope's Voice: Up to 2 advantage rolls to any support actions.. Another +1 if in the same zone as a listed "Fallen".
    • (Passive) Mirage Stance: Enter an evasive status gaining advantage on all Reflex saves in the damage phase. It ends after that phase.
    Oversoul
    Unlocks at 10 OP
    • SEALED

    | Miscellaneous
    Style: DPS/Support/Accelerator*
    Armor Skill: Twice



    qMG0ABe.png
    Unaffilated | Untitled | Character Sheet
    Fina Drago
    Oversoul [2/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • (Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Untitled: MAX HP +5 | Starting OP +1
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • (Passive) Sense+: Awareness +15.

    Glint of Light
    Unlocks at 1 OP
    • (Passive) Temporal Forge: Immunity to most Weapon and Armor Break ailments. Choose from various options when using.
      • (Free) Arcana Replace: Restore 1 ally in your zone's equipment if broken.
      • (BA)Arcana Arm: Give yourself a stack of Arcana Surplus. Each new summon can negate small projectiles and halve the damage of most large projectiles (the weapon is consumed if used this way).
      • (BA) Arcana Unleash: Use all stacks of Arcana Surplus to deal xd50 damage or to mitigate 10 damage dealt to you or any ally in your zone by the number of stacks used.


    Brave Shine
    Unlocks at 3 OP
    • SEALED
    • (Passive) Arcana Gaurdian: Deals your Arcanamancy rank in damage to all enemies when you end your turn next in their zone. Also deals Arcanamancy rank in damage to any enemy that directly attacks you (not splash or AOE damage).
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: DPS
    Armor Skill: Twice



    3nymH1E.jpg
    Lions Pride | Friend of Yladia | Character Sheet
    Vina Skysong
    Oversoul 01/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • (Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Friend of Yladia: +5 Wisdom | Unlimited Presence advantage with Yladian NPC.
    • (Passive) layer: Damage Bonus vs Myconids +10
    • (Passive) Sense+: Awareness +15.
    • Oscillation: Harmonics +10.
    • (Passive) Dispel: All supportive actions cure 1 stack of curable ailments to the targets.
    Glint of Light
    Unlocks at 3 OP
    • (Passive) Nature's Harmonies: (Can swap Harmonics, Nature Magic, and Beast Arts for each other for any support or defensive action. Also use gain the following:
      • (Passive) Nature's Flow: All support actions are advantage used on allies standing in nature zones.
      • (Free) Nature's Gift: When using Infuse, you can add a Boost or Cure effect without them being equipped (not both).
      • (Passive) Nature's Song: When in nature zones Inspire is a full zonal aoe.
      • (1 OP | BA) Nature's Ally: Use to summon an ally to any nature zone within range. This summon will give you access to Extension OR Coordinate. The summon can act as a 25 HP shield to any ally and is dismissed when slain.
    • (Free+BA) Gust Manipulation: Move any one ally within range 1 zone in any direction. Certain enemies and obstacles can also be targeted. You may use this as a BA to give the target Float movement type for 1 turn.

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (BA) Nature Field: Creates a Nature Field over the entire map. All zones count as Nature. Everyone on the map gains + 20 Nature Magic. The field lasts until overwritten by another
    • (BA) Clear Skies: Roll 1d3 and on 2 or 3 clear most Rain type of effects on the map.
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: Support/Nature Specialist*
    Armor Skill: Surge



    w1pshxD.png
    Unaffilated | Untitled | Character Sheet
    Harper
    Oversoul [2/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • )Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Untitled: MAX HP +5 | Starting OP +1.
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • (Passive) Sense-: (Awareness +5.
    • (Passive) Beastial Body: Immune to most Weapon and Armor Break debuffs.
    • -(Free) Wild Heart: +10 to all offensive actions +1. For every enemy killed when this action is activated:
      • Gain 1 stack of Wild (F).
      • At 3 stacks gain Berserk: Uncontrolled passive.
    Glint of Light
    Unlocks at 3 OP
    • (BA) Giga Grappler: When using offensive or defensive actions on the primary target select one of the following:
      • Arm Break : Roll 1d3 and if over 1 inflict Arm Break. Lasts 1 cycle.
      • Leg Break: Roll 1d3 and if over 1 inflict Leg Break. Lasts 1 cycle.
      • Body Breaker: Roll 1d9 and if over 7, immediately break the SP Bar of target. If successful on an SP broken enemy, instant kill. In the case of bosses, only nat 9s result in insta break and insta death is negated.
      • Tiger Toss: Pick up and throw an enemy 1d3 zones.
      • Pin: Keep any enemy locked down in your zone (immobilized. You take flat damage equal to half of the target's current HP in every damage phase (some enemies can attack others while being pinned).
      • (1 OP) Tiger Party: Roll 1d3 and use any mix of Giga Grappler BAs.


    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Tiger Rage: Whenever you are below 50%/25%/10% HP on your turn roll a 1d4/3/2 respectively. On a 1, apply Primal Rage: Uncontrolled to yourself. Besides death, uncurable until the battle is concluded.
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: DPS/Breaker*
    Armor Skill: Twice



    mP5LZro.png
    Unaffilated | Dissonant Exterminator | Character Sheet
    Seigi Ling Ling
    Oversoul [1/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • )Passive) Level 2: MAX HP +5 | Starting OP +1
    • (Passive) Dissonant Exterminator:+10 damage for offensive and defensive action attacking Dissonant enemies.
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • -(Free) Danger Pass: 1-time negation of a danger zone's effects.
    • (Passive) Optimistic Initative: At the start of every battle roll a 1d4.
      • 4: Gain 2 OP.
      • 3: Gain +1 move for the first turn.
      • 2: Nothing.
      • 1: Your first action is at disadvantage.
    Glint of Light
    Unlocks at 3 OP
    • (Free) Justice Drive: GE: Abilities grow with interactions victories and Oversoul accumulation:
      • Effort!: +2 mods to all rolls for each OP Charged. +1 to everyone who tags you. +1 for every enemy you defeat. Max +20.
      • Camaraderie: Before acting, tag an ally within your zone. 1d3 1: you both get disadvantage, 2: nothing happens, 3: you both get advantage.
      • Guts!: When in range of a boss enemy, +5 to all saves. +2 all saves per OP charged.
      • (BA | 5 OP) Belief: Roll 1d3. On a 2 or 3 prevent ally death and become 1 HP.
      • (BA | 10 OP) Nuclear Justice: Deal 1.5x damage to bosses for the rest of the battle.

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Twilgiht Drift: Dusk or Dawn?: Every cycle roll a 1d100 and -5 for every ally you've both tagged AND were tagged by. Increase the amount rolled by 10 each cycle. If the result is higher than your Will stat apply. If higher than Will, apply Titanius Beast to yourself. Each cycle you may continue to make Will checks and for each success you can avoid damage phase consequences. Besides death, this is uncurable until the battle is concluded. You may spend all OP to prevent this status.
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: DPS/Hero
    Armor Skill: Immortal



 
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Crimson Ruby

❮ Pathfinder ❯
B
NG+
Messages
841
Gold
8,010
Mastery
3,595
Valor
0
Event
0
Special
0
Chanlye
Oversoul [1/10]
225 / 225

Neutral



She didn't expect to see Rettah there, and expected even less that Nin and Rettah already knew each other. Well, it wasn't like she was close to any of them, so she wouldn't know they already knew each other, because they didn't feel like two people that would match well-

- And the unfriendly gaze they shared was proof of it.

"I have a feeling the unknown variables will exist no matter what path we take." Ruby rubbed her chin and swayed her tails, pondering for a moment before glancing at the two and the rest of the group. "We wouldn't be here, if it wasn't already unknown enough." She flicked her whistle for emphasis, and then pursed her lips for a moment.

"I think a quicker approach will be better... It does sound risky, but it is still a 'surprise' attack, in a way. If we are noticed in our way to the God Spore, we won't be able to just brute force our way in." She gave her two cents, but also wondered was the opinion of the rest of the group, especially @Vina Skysong and @Fina Drago.

The last thing she wanted was to drag non-whistlers to do things in the way whistlers did. Granted, she could swear she had seen @Seigi Ling Ling somewhere in that Kurungaar Mother shenanigan. But maybe she just looked particularly familiar for some unknown reason. The tiger girl, @Harper, didn't even look familiar at all, however.

Rolls


Voting for the Quicker Approach (Rettah)


Character Sheet (TBA in Cycle 1)
Oversoul Charges: 1/10 OP
 

Fina Drago

Magia
B
NG+
Messages
542
Gold
2,290
Mastery
1,305
Valor
31
Event
0
Special
0
OOC
BlancBlack
‎ ‎ Oversoul [2/10]
100 / 100





How exactly did you know that you were in good company? Not immediately giving each other the stink eye was usually a pretty good start.

Fina decided to join this little expedition primarily because it had been quite a while since she got to do anything. The past few months were... quiet. Surprisingly so, even. It was as if someone had lulled the world of Terrasphere to sleep. But now everything was picking up again, and the girl wanted to stretch her legs some. Alas, she did not expect to find herself between a researcher and what appeared to be a somewhat insane explorer.

'Maybe it will kill her, and there will be some extra peace to be had...' The somewhat mean reaction remained inside of the feline's head, the courage to say it out loud most certainly not present. She got a bad feeling about this Rettah regardless. And her idea, to be flung by a damn catapult to who-knows-where? Even worse, at least for anyone who had any sense of self-preservation. So it was somewhat surprising that Ruby, who appeared to be around as well, had agreed to it.

"Um.. even if we should be rushing, isn't throwing ourselves into the heart of an unknown territory like the worst thing we could possibly do? There's not gonna be anyone to get the sample if we lad ourselves in a situation that is gonna be way over our heads."

Nim seemed... weird as well, honestly. Or at least her mannerisms were. A different brand of weird from the green-haired junkie explorer. Surely she was pulling numbers that were precise down to the seconds out of her arse, right? No one could count that precisely on the spot. It honestly seemed a little silly. It seemed that she would have to stick with people she knew over those two, then.

Rolls

Movement: N/a

Vote: Nin's approach


Oversoul Charges: 2/10 OP
 

Harper

B
Messages
240
Gold
0
Mastery
0
Valor
23
Event
0
Special
0
Oversoul [2/10]
175 / 175





After the Mother of Machines was felled and the initial surge of complications for those who emerged victorious swept past the world of Terrasphere, things got a lot more... Calmer. Sure, being under constant harassment from people for being a Starcalled sucked, but at the very least there wasn't any world-ending threats going on.

Good, right?

...

Well, yeah... But.

Ever since that event, on where Harper barely managed to escape with her life, she felt... Insufficient. She was all but one upon many, many papercuts that felled Szofrit that day. And while that was far from being a shameful display considering just what they were facing, it certainly wasn't enough to save anyone by herself should a similar event come to pass. It certainly wasn't enough to save Ronja at first.

Yet, she had somewhat exhausted her options when it came to improving herself. Throwing Brisshal bears around started to give diminishing returns a long time ago, and traveling farther out got a lot more annoying with the new public opinion on Starcalled. So when the offer of a potentially dangerous mission appeared on the Adventure Guild's board, how could she not jump on the opportunity?

Something something fungus, something something shrooms... It didn't even matter what it was about! All it did matter is that they were going to the middle of a dangerous jungle and potentially face dangerous beasts, ready to be thrown around!

...That, and the fact they had a guide. She couldn't quite judo throw her way out of getting lost and dying of dehydration yet, hence why she hadn't gone to the Tangleweaves before.

--

"Why are we being such worry-nancies? We got a bunch of felines here, we'll have no problem landing on our feet!"

Responding to both @Fina Drago and Nin's assertions towards taking the longer way up, she would flash them a confident smile before flexing one of her muscular arms.

"Vina there can use her wind tricks to land, but for the others you can just hold onto me! You can trust on my life that I'll not let any of you have a harsh landing! Well, you kinda have to, but that's neither here or there so come on!"

Turning to look at her group, she only truly recognized @Vina Skysong from them. The rest were either complete unknowns or people she knew from a passing glance. Still, they did pass both her eye and vibe test! Even the nerdy one was alright, some brain was always good to have on operations like this.

"Besides, if we make our way up the normal way, we will have to deal with all sorts of rabble guarding the way. And by the time we have to make our way down, we'll have to deal with reinforcements! So why not just deal with them once on the way down?"







Rolls

Movement: N/A


Vote for the Rettah approach.


Character Sheet: Coming next cycle
Oversoul Charges: 2/10 OP (remember this only is stored once the damage phase concludes)
 

Vina Skysong

❮ Lyrical ❯
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Oversoul [1/10]
185 / 185

Neutral


That's the biggest mushroom I've ever seen~


The Giant Godshroom, appropriately named, was a sight to behold even from this distance. This was hardly the first time Vina had entered the Tangleweaves, but there was always something new to explore, such as a massive fungus that dwarfed even the huge trees that dominated this seemingly infinite jungle. The druidic vixen held a hand above her hands to peer at their objective in the distance before turning towards the others.

It's nice to see so many friendly faces out here as well.


Aside from Nin and Rettah Vina had met everyone here at least once before, which to her meant that all of them were friends. Granted, she hadn't really spoken to Seigi in a long time, but she'd never forget how the heroine had bravely led the charge into near-certain death more than once in years past. As for the other three, she wondered if there was a reason she kept befriending every felis.

As for how we get up there... (She tapped her staff against the ground.) Normally I'd say it's better to play it safe, but if we work together we may be able to pull this off.


@Harper's suggestion did make sense, the vixen humming an idle melody as she considered their options. To make their way to the Godshroom on their own feet, or to use Rettah's catapult to speed up their journey and possibly avoid many problems. As she hummed a weak breeze picked up around her, matching her rhythm as she looked at the group.

If we wait a couple of minutes I can prepare a spell that'll help direct our flight and soften the landing.


Softening the fall of seven people at the same time would require some focus, but it would mean they could quickly reach their objective without endangering themselves.

Rolls

Movement: N/A


Vote: Rettah (with Aeromancy support)


TBD
TBD
Oversoul Charges: 1/10 OP
 

Seigi Ling Ling

❮ Dissonant Exterminator ❯
H
Messages
123
Gold
0
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0
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26
Event
0
Special
0
Oversoul [1/10]
100 / 100




Some faces were familiar to Seigi, in fact, all of them, except for the weirdo who was vibing and being weird simultaneously! She was a more-do-less-talk kinda gal, and had the better suggestion of the two green hairs! It was apparent she wasn't scared of danger, but... who ate mushrooms raw?! Blergh.

As for the others, she had at least seen them in various battles before. With @Vina Skysong being the most familiar. "You're just making random numbers up, aren't you?" She murmured to Nin(@Pandora*) before taking a few steps closer, inspecting the catapult.

"Mushrooms are one single organism, aren't they? At least, that's what I've seen in a video on the internet once! Something about Earth's biggest organism. Are those mushroom people just like ants then!?" That thought was... scary, for only a single second before she gave @Harper a reaffirming look.

"The fluffy..." Seigi stopped for a moment, realizing that quite a lot of her newfound friends were quite fluffy! "...Tiger is right! If Vina can mostly focus on herself, then she..." Pointing at Harper. "...and I can each carry one of you for a softer landing!... Probably." What were those people's names again? She had seen so many faces that it slowly became hard to keep track of everybody.

"Oh, and I'm Seigi! It'd be a good start to know each other by name, no?" (@Fina Drago @Crimson Ruby @Harper in particular)Hopefully, her memory just didn't fail her! Before gazing at Rettah and Nin again. "You're joining?"

Rolls


Vote: Rettah


Oversoul Charges: 1/10 OP
 

Pandora*

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Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Giant Godshroom

C1: Of Star, Wolf, and Shroom.


"You're joining?"


"..I would like to say no." (Nin removes her glasses and squeezes the bone between her eyes.) "But I must. I have to collect data on this trip. I don't expect you to understand... especially when you think my calculations are made up. math is never made up... Math is the only thing that..."


"I see you like my 'transport' heh."


Rettah smirks and leans against it as she watches everyone eventually agree to HER approach. Of course... these people are always willing to stick their necks out. Maybe some of them understood the thrill the way she did, but then the dog and cat show had to ruin the fun even more.

"Ya know, you guys really know how to wreck a great opportunity. All these safety precautions. It's almost like you aren't immortal. Aren't many of you Starcalled? Why does it even matter?"


Shrugging, Rettah prepares the catapult while @Vina Skysong and @Crimson Ruby prepare their precautionary magics. Nin switches repeatedly between being exhausted and impatient as she checks a small device similar to a watch counting down seconds.

Eventually, everything is set and everyone is sat into the catapult.

"Is everyone nice and snug? I bet you're wondering how I got this here?"


"2 hours and 39 minutes and counting...Rettah, dear."


"..? Oh... I get it. Well, Ninny just relax and let you better handle this."


Rettah's hand pulled the lever and in an instant, The Starcalled became like shooting stars... but not very glamorous. Thankfully the sharp thinking of Vinas and Ruby would not be in vain. As the team flew up towards the towering Godshroom's great stem.

"....?"


"....!?"


"???????"


"!!!!!!!!!!!!!!!!!!!!!!!!"



They were rapidly descending towards some very toxic-looking fungi!

"YES! I wonder how deadly that is? Don't you all WONDER?!"


Just then Vina made her attempt to change their directory and it was successful!

"...fuck."


However, it didn't go perfectly as the group wound up blown in two different directions to avoid the patch.

Vina, Ruby, Fina, and Rettah landed together while Seigi, Harper, and Nin landed on another path. Luckily the open environment (even with the stench of fungus and an undescribable other potent odor), allowed the two groups to see each other and even call out without much difficulty. The Myconids seemed stunned for a moment at the sight of these raining creatures (made more spectacularly ridiculous by the illusion spell).

' Oh ...Gregory... I miss your honking. Urgh and now there is a a horrible smell that brings the misfortune far over any quota."


Nin straightens up and gasps at how high the catapult brought them. Clearing her throat she looked at the two she landed in dismay.

"What unfavorable equation. Well now I can educate you two on why math is-"








"Outworrlderrs! Teehee! My yearr was blessed after all!"


A lithe caenis that many might mistake for felis lept onto a fungal 'branch'. It immediately caught fire. The expression on the caenis's face was a mix of growing rage and a strangely placed look of joy.

Funi spit and lit even more fungus ablaze as her tail whips about making crackling sounds with each sway.

"...but yourrr yearr... is full of MISFORRRRRRTUNE!"


"Remember the goal. The God Spore was it?"

"Teehee.. I have an idea." (Grins and tilts her head even though the tightness of her clenched teeth is more than enough to show she is seconds away from ignoring everything besides getting her vengeance.). "I'm going to take that sporre myself and THEN I will burrrn you to cinders. Don't die firrst..."


"But please... get in my way....."




Bonuses Acquired!


Thanks to the on-the-spot quick thinking. The party arrived without damage and without being stuck in a poisonous death trap... for now.
  • +1 OP for the entire party!

 
Last edited:

Pandora*

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Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
PLAYER SECTION


  • Great Godshroom
    C1: Of Star, Wolf, and Shroom.



    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 700 words excluding code.
    • Post Speed: Roughly once per 48 hours. I will match your pace to a degree
    • Fluid Time: Each character gets 1 post per cycle. There is no set posting order. Retroactive healing and protection are allowed, not retro buffing.
    • Post Template: Please do not alter the [action*][/action*] and enemy/objective tracking portion of your post. These elements must be displayed as is at all times. NOTE: I am more lenient on this than any other narrator out there and I am the only one managing this event. So I'm okay with some spicing up... but do keep it clear.
    • Comms: Limit of 3 posts per character, per cycle. Any communication can be done either by making a private comms thread or posting in the event's official comms thread.
    • Rolls: All rolls must be done in the #event-rolls channel. If you roll and don't post before the damage phase, It doesn't count. One-liners are not an issue here so use them when you must.
    • Thread Code: 1957C1

    Code:
    [b][metercolor=0.0]blue[/metercolor][inlinespoiler=Oversoul][0/10][/inlinespoiler][/b]
    [hp=100]100[/hp]
    
    (If you do not want to track Oversoul. It will be adjusted in the Party Section after every Damage Phase. If you choose not to track. Don't add these bars to your post. You may alter the code for these bars however you'd like including just using numbers. Be sure to keep the results clear.)
    
    [status] (This goes directly beneath the HP/Oversoul bars.)
    [/status]
    
    (RP Post goes here)
    
    [action][Move]
    A1 → A2  (Actions)[/move]
    
    Oversoul Action Here
    
    Bonus Action Here
    
    Main Action Here
    [/action]
    [fa]fa-solid fa-skull[/fa] Enemy: X/X HP | X/X SP (repeat for every enemy attacked)
    [fa]fas fa-swords[/fa] Character Sheet  (you may optionally post your sheet in your header. Be sure it's clear)
    [fa]fa-solid fa-sparkles[/fa] Oversoul Charges: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 1: Situationals

    • Tips: You were in the S3 escort mission, this may feel familiar. Choose your priorities wisely. Finally, make sure you don't fail a leap without someone with a BA carry nearby to save you...

    Mission: Acquire God Spore and Return!!


    Objectives: Divergence is at hand. How well these Objectives are accomplished will impact the story development of the remaining cycles and ultimately this event's conclusion.
    • Objective: Acquire God Spore (Main)
    • Objective: Exit the stage before Funi
    • Objective: Defeat Funi
    • Objective: ????
    • Objective: ????

  • <<Oversoul>>
    Starcalled Level 2
    When the time to face a Fated Moment comes to pass. Often the soul shines far brighter when it is ready to go further beyond. For those times in battle, there is Oversoul.

    All of your points together are recorded at the end of every cycle. On your turn, you may use special Oversoul Free Actions, consuming the points you have personally stored.

    Now that the Starcalled have reached level 2, individual Unique Oversoul Abilities have been unlocked! You can use these as soon as you have built up the required OP needed. Abilities listed as [SEALED] are unavailable until a later point in the story. These abilities do not consume OP. These abilities are based on the build, tags, title, racial traits, and DAs you register into an LFG. Once acquired these will be formatted similarly to Generic Unique ability cards (yellow) in the builder. They will reflect the version of your character when they registered only. Always be sure you have your build information up to date for the most appropriate abilities to be allotted to you.

    Act as a team and use Oversoul to swing victory from the jaws of defeat Starcalled!

    Methods of building Oversoul:
    • Every action of HP/SP damage dealt, HP Healed, or Buff Applied to any amount of enemies or allies= 1 OP Charge
    • If you take direct damage (not splash or environmental) damage phase = 1 OP Charge
    • Tag an ally = 1 OP Charge
    • Enemy defeated = 1 OP Charge for kill taker.
    • Fight in the same or adjacent Zone with an Ally in the same Faction = 1 OP Charge
    • Fight in the same or adjacent zone as an NPC with Bond = 1 OP Charge
    • Important: All Oversoul is accumulated at the end of the damage phase after enemy attacks are dealt out. So you do not actually have the points you gain until they are given out by the DM/Narrator at that time.

    System Details
    • Events without an LFG do not use the Oversoul system.
    • Oversoul cannot be used retroactively beyond the mentioned before/after definitions.
    • Whenever a teammate is Killed/KO'ed they lose all Oversoul accumulated.
    • All advantages granted to Critical hit are only 1d100.
    • Advantages from Oversoul free actions do not work on Wild/Reckless pair. However, other forms of advantage such as Unique abilities and enemy weaknesses work as normal.
    • Oversoul free actions may be combined together (enhance+force+chain etc).
    • Beware: You are not the only ones that have Oversoul abilities...
    | Gobal 0 OP Cost Actions
    Carry: (Bonus Action) You can move others. When you move, you can pick up a willing ally from any zone you move through and drop them off at any zone you enter afterward as a bonus action.

    Reposition: (Bonus Action) You may move any one adjacent non-boss unit (and some objects) 1 zone in any direction from their zone.
    | Oversoul Global Free Actions

    (1 Charge) Enhance: +10 Modifier to next roll (checks, attacks, saves, etc). This must be done immediately after making the roll you want to enhance.

    (1 Charge) Force: Deal 25 SP damage when you deal damage. Does not work with aoe or splash. This must be done immediately after making the roll you want to enhance.

    (2 Charges) Chain (You and Ally): Combine one of your next Standard actions with one tagged ally's next Standard Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn, before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a chain is broken.

    (3 Charges) Overaction: Use an additional Bonus Action (you may not double the same BA). This must be done before taking action.

    (3 Charges) Cleanse: Remove all stacks of all curable ailments you currently have. must be done at the start of your turn before taking action or moving.

    (4 Charges) Action Swap: Swap any action of your choice in your build to your current build sheet. This can be done anytime on your turn.

    (4 Charges) Fortify: Negates your current Vulnerable state. This also brings Super Vulnerable back to Vulnerable. This must be done immediately after becoming vuln.

    (5 Charges) Unite (You and Ally): Combine one of your Special Actions with one tagged ally's next Special Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a unite is broken.

    (10 Charges) Fate Turner: Negate a Nat 1 or any deathblow within 25 damage (consider it an HP shield worth 25 when used). Must be used immediately after a nat 1 or after a deathblow is dealt to you. Beware denying a set fate may make the next meeting with destiny much worse. This stacks...

    (10 Charges) OVERSOUL:
    [SEALED]




  • uOcdzPl.png
    Explorers League | Pathfinder | Character Sheet ❯
    Crimson Ruby
    Oversoul [2/10
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Location: 7F
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • Level 2: MAX HP +5 | Starting OP +1
    • (Passive) Pathfinder: 1-time advantage on any check made when venturing outside Astorea.
    • (Passive) Slayer -: (Damage Bonus vs Myconids +10.
    • (Passive) Sense: Awareness +10.
    • (Passive) Beastial Body: Immune to most Weapon and Armor Break debuffs.
    • (Passive) Night Guide: +20 Awareness to self and all in your zone at night.

    Glint of Light
    Unlocks at 3 OP
    • (Free) Ruby Resonance: Edge of an Emotion: (Apply [Emotion: 50/100] to yourself. You can increase or decrease this gauge by up to 25 once per cycle. Gain the following when within the required thresholds.
      • 0 Ripple Shield: Gain advantage on 1 save. Use as a BA to add this advantage to all within your zone.
      • 1-25 Illusory Step: +10 Awareness, Reflex and Will.
      • 26-49 Cat Chime: Gain advantage on Inspire actions.
      • 50 Resonance: +2 mod per ally in your zone to any main action performed.
      • 51-74 Sonic Edge: When using offensive actions, roll d10 and add a 5 flat damage x the result.
      • 75-99 Ripple Edge: +1 range to all offensive or defensive actions.
      • 100 Fatal Chime: +20 mod when using offensive actions. Use as a BA to Sonic Edge and instantly kill any non-boss enemy below 25% HP.
    • (Free) Primal Voice: Halves or doubles all Threat you deal to Beast-type enemies.
    • Passive) Hope's Edge: 1 advantage roll to any offensive actions. Another +1 if in the same zone as a listed "Fallen".

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Hope's Voice: Up to 2 advantage rolls to any support actions.. Another +1 if in the same zone as a listed "Fallen".
    • (Passive) Mirage Stance: Enter an evasive status gaining advantage on all Reflex saves in the damage phase. It ends after that phase.
    Oversoul
    Unlocks at 10 OP
    • SEALED

    | Miscellaneous
    Style: DPS/Support/Accelerator*
    Armor Skill: Twice



    qMG0ABe.png
    Unaffilated | Untitled | Character Sheet
    Fina Drago
    Oversoul [3/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Location: 7F
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • (Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Untitled: MAX HP +5 | Starting OP +1
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • (Passive) Sense+: Awareness +15.

    Glint of Light
    Unlocks at 3 OP
    • (Passive) Temporal Forge: Immunity to most Weapon and Armor Break ailments. Choose from various options when using.
      • (Free) Arcana Replace: Restore 1 ally in your zone's equipment if broken.
      • (BA)Arcana Arm: Give yourself a stack of Arcana Surplus. Each new summon can negate small projectiles and halve the damage of most large projectiles (the weapon is consumed if used this way).
      • (BA) Arcana Unleash: Use all stacks of Arcana Surplus to deal xd50 damage or to mitigate 10 damage dealt to you or any ally in your zone by the number of stacks used.


    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Arcana Gaurdian: Deals your Arcanamancy rank in damage to all enemies when you end your turn next in their zone. Also deals Arcanamancy rank in damage to any enemy that directly attacks you (not splash or AOE damage).
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: DPS
    Armor Skill: Twice



    3nymH1E.jpg
    Lions Pride | Friend of Yladia | Character Sheet
    Vina Skysong
    Oversoul 02/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Location: 7F
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • (Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Friend of Yladia: +5 Wisdom | Unlimited Presence advantage with Yladian NPC.
    • (Passive) Slayer: Damage Bonus vs Myconids +10
    • (Passive) Sense+: Awareness +15.
    • Oscillation: Harmonics +10.
    • (Passive) Dispel: All supportive actions cure 1 stack of curable ailments to the targets.
    Glint of Light
    Unlocks at 3 OP
    • (Passive) Nature's Harmonies: (Can swap Harmonics, Nature Magic, and Beast Arts for each other for any support or defensive action. Also use gain the following:
      • (Passive) Nature's Flow: All support actions are advantage used on allies standing in nature zones.
      • (Free) Nature's Gift: When using Infuse, you can add a Boost or Cure effect without them being equipped (not both).
      • (Passive) Nature's Song: When in nature zones Inspire is a full zonal aoe.
      • (1 OP | BA) Nature's Ally: Use to summon an ally to any nature zone within range. This summon will give you access to Extension OR Coordinate. The summon can act as a 25 HP shield to any ally and is dismissed when slain.
    • (Free+BA) Gust Manipulation: Move any one ally within range 1 zone in any direction. Certain enemies and obstacles can also be targeted. You may use this as a BA to give the target Float movement type for 1 turn.

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (BA) Nature Field: Creates a Nature Field over the entire map. All zones count as Nature. Everyone on the map gains + 20 Nature Magic. The field lasts until overwritten by another
    • (BA) Clear Skies: Roll 1d3 and on 2 or 3 clear most Rain type of effects on the map.
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: Support/Nature Specialist*
    Armor Skill: Surge



    w1pshxD.png
    Unaffilated | Untitled | Character Sheet
    Harper
    Oversoul [3/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Location: 9H
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • )Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Untitled: MAX HP +5 | Starting OP +1.
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • (Passive) Sense-: (Awareness +5.
    • (Passive) Beastial Body: Immune to most Weapon and Armor Break debuffs.
    • -(Free) Wild Heart: +10 to all offensive actions +1. For every enemy killed when this action is activated:
      • Gain 1 stack of Wild (F).
      • At 3 stacks gain Berserk: Uncontrolled passive.
    Glint of Light
    Unlocks at 3 OP
    • (BA) Giga Grappler: When using offensive or defensive actions on the primary target select one of the following:
      • Arm Break : Roll 1d3 and if over 1 inflict Arm Break. Lasts 1 cycle.
      • Leg Break: Roll 1d3 and if over 1 inflict Leg Break. Lasts 1 cycle.
      • Body Breaker: Roll 1d9 and if over 7, immediately break the SP Bar of target. If successful on an SP broken enemy, instant kill. In the case of bosses, only nat 10s result in insta break and insta death is negated.
      • Tiger Toss: Pick up and throw an enemy 1d3 zones.
      • Pin: Keep any enemy locked down in your zone (immobilized. You take flat damage equal to half of the target's current HP in every damage phase (some enemies can attack others while being pinned).
      • (1 OP) Tiger Party: Roll 1d3 and use any mix of Giga Grappler BAs.


    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Tiger Rage: Whenever you are below 50%/25%/10% HP on your turn roll a 1d4/3/2 respectively. On a 1, apply Primal Rage: Uncontrolled to yourself. Besides death, uncurable until the battle is concluded.
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: DPS/Breaker*
    Armor Skill: Twice



    mP5LZro.png
    Unaffilated | Dissonant Exterminator | Character Sheet
    Seigi Ling Ling
    Oversoul [2/10]
    Health [100/100]


    Status
    Buffs
    Debuffs
    Misc
    Location: 9H
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • )Passive) Level 2: MAX HP +5 | Starting OP +1
    • (Passive) Dissonant Exterminator:+10 damage for offensive and defensive action attacking Dissonant enemies.
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • -(Free) Danger Pass: 1-time negation of a danger zone's effects.
    • (Passive) Optimistic Initative: At the start of every battle roll a 1d4.
      • 4: Gain 2 OP.
      • 3: Gain +1 move for the first turn.
      • 2: Nothing.
      • 1: Your first action is at disadvantage.
    Glint of Light
    Unlocks at 3 OP
    • (Free) Justice Drive: GE: Abilities grow with interactions victories and Oversoul accumulation:
      • Effort!: +2 mods to all rolls for each OP Charged. +1 to everyone who tags you. +1 for every enemy you defeat. Max +20.
      • Camaraderie: Before acting, tag an ally within your zone. 1d3 1: you both get disadvantage, 2: nothing happens, 3: you both get advantage.
      • Guts!: When in range of a boss enemy, +5 to all saves. +2 all saves per OP charged.
      • (BA | 5 OP) Belief: Roll 1d3. On a 2 or 3 prevent ally death and become 1 HP.
      • (BA | 10 OP) Nuclear Justice: Deal 1.5x damage to bosses for the rest of the battle.

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Twilgiht Drift: Dusk or Dawn?: Every cycle roll a 1d100 and -5 for every ally you've both tagged AND were tagged by. Increase the amount rolled by 10 each cycle. If the result is higher than your Will stat apply Titanius Beast to yourself. Each cycle you may continue to make Will checks and for each success you can avoid damage phase consequences. Besides death, this is uncurable until the battle is concluded. You may spend all OP to prevent this status.
    Oversoul
    Unlocks at 10 OP
    • SEALED


    | Miscellaneous
    Style: DPS/Hero*
    Armor Skill: Immortal



  • NPC Guide

    • NPC armor type only affects their armor ability (Surge, Twice, Immortal), not their HP.
    • NPC actions are limited. This limit is set for the entire thread unless a player sheet revision and armor ability reset occurs. NPC should be considered still active in story but mechanically only assist with these actions. By using the comms thread, you may make a request for an NPC (@Pandora*) to take action or to conserve their action for a later cycle.
    • NPCs take their turn at the end of every cycle unless a unique passive or ability is in play.
    • Morale affects how NPCs approach many things including how fast their health drops.
    • NPC are not obligated to remain in an event until the end and may exit a thread due to morale or plot reasons.


    2Mkw9MF.jpg
    Explorers League | Death Seeker❯
    Rettah Dam
    Health [Healthy]

    Action Charges
    NPCs will take action automatically every cycle unless advised to avoid doing so. Their chance of listening to advice is based on the adviser's relationship and the current situation. Sometimes an opportunity to recharge this meter presents itself.

    Status
    Buffs
    Debuffs
    Misc
    Location: 7F
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable


    | Abilities
    Wonder Rod:
    (Standard Action)
    An attack with a metal rod is quite shocking. Nothing like riling up a potential bringer of death!
    • 6d20 + 50 + other bonuses
    • Stuns most normal enemies.
    • Damages both HP and SP by result.

    Wicked Snickers
    (Special Action)
    Wonder Rod turns wicked and the snickers is what Rettah's going to do while whipping shit.
    • 20d20 + 50 + other bonuses.
    • Zonal: Damages all enemies in a zone without dividing.
    • Each 20 rolled grants another d20 roll.
    • Becomes Vulnerable.

    Auntie's Gift:
    (Standard Action)
    The sudden blast of a Magnum straight at close range.
    • 1d200 + 50 + other bonuses
    • Causes equal damage to SP.
    • One shot nonbosses on crit.

    Enigma C.C.:
    (Free) (Bonus)
    Prismatic light is used to create and destroy. Whenever an Enigma Construct or Prismatic Puzzle is created adjacent to another they fuse and become a Philosopher's Maze.
    • (Free) Construct; Generates Prismatic Cubes 1d3 zones. Within the next cycle, they become Enigma Constructs. Choose either Open or Closed. Open converts difficult terrain or flight-only terrain into normal terrain. Closed blocks off the zone completely for access for all movement types besides Warp.
    • (BA) Design: Turns a zone into a Prismatic Puzzle. Sealing allies and enemies or preventing anyone from passing/entering it. Lasts 1 cycle. Allies can use a Reflex check vs 75 to escape to a different zone.
    • (BA) Reality Collapse: All creations explode and cause d200 times the amount connected in indiscriminate HP and SP damage. If any enemy has an Elemental or Aspect weakness it is 2x damage.


    Neo Impulse Reverse:
    (Passive)
    Every nat 1 rolled by the party increases damage dealt by 25 for the rest of the thread. If Rettah rolls a nat 1 gains a surge charge of 100 but becomes super vulnerable for that cycle.



    Prismatic:
    (Free)
    Every cycle roll 1d6 and apply the following:
    ◆ 1: Split any damage you deal with yourself this cycle.
    ◆ 2: Gain S Tier Torment Passive effects this cycle. Stacks with Torment.
    ◆ 3: Gain Extension Passive effects for this cycle (Zone Range+1). Stacks with Extension.
    ◆ 4:
    If the enemy has an Elemental/Aspect weakness, your damage dealt will always strike it dealing 2x damage.
    ◆ 5: All modifiers (including buffs) are set to 0 for this cycle.
    ◆ 6: Next offensive action is expanded to zonal, gains Extension effects, hits Elemental/Aspect weakness, and has S Tier Torment effects. Stacks with Extension and Torment passives. Damage is indiscriminate. On the next cycle you cannot be healed, gain a vulnerable penalty, and become immobilized.


    Death Wish: Never After:
    (Bonus) (Passive)
    "The longer you seek the less likely you shall attain..."

    • After triggering Immortal it can be triggered every cycle after but rolling a 2 on a 1d2.

    Unnatural Body:
    (Passive)
    Looks perfectly normal to me...
    • Ailment stacks are acquired at half speed,
    • Cannot have actions refreshed by normal means.

    | Extra
    Style: DPS/Prismatic*
    Armor Skill: Immortal
    Morale: Average


    f8qkikt.jpg
    MIagical Institute of Theory | Mathematician❯
    Nin
    Health [Healthy]

    Action Charges
    NPCs will take action automatically every cycle unless advised to avoid doing so. Their chance of listening to advice is based on the adviser's relationship and the current situation. Sometimes an opportunity to recharge this meter presents itself.

    Status
    Buffs
    Debuffs
    Misc
    Location: 9H
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable


    | Abilities
    Alchemic Solution:
    (Stanard Action)
    Perform a heal+buff on yourself and allies.
    • 5d20 + 35, then divide by 3 if AoE, then split in half by the result.
    • Each nat-20 grants another d20 roll (explosion)[

    Perfected Alchemic Solution:
    (Special Action)
    Perform a heal+buff on yourself and allies.
    • 10d20 + 35, then divide by 3 if AoE, then split in half by the result.
    • Each nat-20 grants another d20 roll (explosion)[

    Becomes Vulnerable.

    Secret Ingredient v1:
    (Bonus)
    Before rolling AS or PAS, Roll 1d6 and add the following result:

    1: Ally takes damage equal to your roll.
    2: Remove 1d4 curable conditions from the target ally.
    3: Ally gains +2 Movement.
    4: Grants ally Protect status for the rest of the cycle.
    5: Grants target ally +15 to their check or contribution roll.
    6: Grants target a threat level increase of 1000.


    Calculated Assist:
    (Passive)
    If it all adds up the solution is simple! Perfect planning based on mathematics shall prevail!
    • Nin rolls a 2d5 at the start of every cycle. All Allies (including self) receive +25 to all rolls (before modifiers) whenever they land a total that is a multiple of the result.
    RESULT IS MULTIPLES OF 6.



    Simply Math:
    (Passive)
    With mathematics everything is predictable.
    • Within 1 ring of zones, all allies gain Consistent.
    • Knowledge and Knack + 10. Nin gains Advantage on all Magitech, and Alchemy checks.

    Unnatural Body:
    (Passive)
    Looks perfectly normal to me...
    • Ailment stacks are acquired at half speed,
    • Cannot have actions refreshed by normal means.


    | Extra
    Style: Support/Scientist*
    Armor Skill: Surge
    Morale: Low


 
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Pandora*

❮ Narrator ❯
Staff
Messages
253
Gold
0
Mastery
0
Valor
0
Event
0
Special
0
OOC
Storage
Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
BATTLE SECTION





Funi
Lunatic Princess


Oversoul
❰ 666 / 666 ❱
❰ 2000 / 2000 ❱


Simple | Normal | Intelligent | Genius
Actions

Searing X Claw:
.A swift double-striking attack with claws that can turn rock to magma.
  • 2d60 on a single target.
  • Crits if either die is a nat 60.
  • Range: 1.
  • Save Difficulty: Average

Hellfire Shot: Funi tosses two flaming charges into different frontal directions. The blaze turns into a fire pillar that shoots upwards and expands for a time upon landing.
  • 1d60 turns the targeted zone into a Wildfire zone that expands by 1 ring in the next cycle.
  • Range: 2 Can be divided to target two different zones.
  • Save Difficulty: Average

????


????



| Bonus Actions

Satar's Flame: Applies Satar's Flame to self.
Hellfire! [ 1/ 3]

Gives all attacks fire properties. Causing one stack of Burn. per. Every additional use of this BA increases the level by 1
  • Level 1: Inflicts Burn times the level of Hellfire.
  • Level 2: Generates a Fire Wall around Funi. The wall deals 20 flat damage to everyone who enters or passes by her zone. It follows her while moving so it actively damages enemies while she passes them.
  • Level 3: Funi's attacks all become zonal.

| Passives

Lunatic Rampage:
The relentlessly growing bloodlust of the most feral of Caenis.
  • Every cycle adds 10 to all non-splash damage dealt. After This effect stacks until the battle ends. At 3 stacks gain move +2.
  • SP below 50% keeps this from stacking.

Vendetta:
Searing is the vengeful wrath of the Lunatic Princess!
  • Deals 20 retal when Funi is attacked within 1 ring of zones. Retal =5 every time this is triggered.
  • SP below 50% keeps the retal growth from triggering.

Heart of 1000 Degrees:
The inner power of Funi. The Lunatic Princess's rage draws out the gift of power granted to her in sacrifice. Recently its limits have been forcibly removed...
  • Negates all damage from Pyromancy or other Heat-based damages.
  • All zones passed through and entered become Scorched.
  • ??????



  • HP and SP for this enemy count down.
  • Taunt; DC 300
  • Movement: 5 + Maneuver
  • Actions: 2 every Damage Phase
  • Location: (10A)





Battle Map


ebGGgBt.png


<The stage is cleared when 3 non-NPC characters reach a row 1 non-sky zone.>

Map Details

Giant Godshroom:
((Area)
All non-sky zones are considered Nature Zones.

Terrible Stench:
(Area)
A horrible odor permeates the area.
  • Those with an enhanced sense of smell suffer a -5 modifier on all rolls.
Sky:
(Area)
Impassible terrain for Normal and Sea movement types.
Difficult Terrain for Float movement types.
Warp movement types must have enough movement to bypass the zone.
Flying movement types treat this as normal terrain.
  • If you are not Flying and end up in this zone in the damage phase, you must make a Reflex save vs 50 to avoid falling to your death and make it to nearby ground. Reflex check DC is +50 for every zone you have to cross to get to land.
  • Special Rule: You can leap over sky zones if you have a remaining movement of 3. If not you must pass a Fitness check of 50. Failing puts you in the sky zone in the damage phase.

Aeromancy gains a +10 modifier.

Deadly Fungus:
(Danzer Zone) (Nature Zone)
Poisonous. and toxic in various ways.
  • Nature Magic +10 when used from or to this zone.
  • Take 10 flat damage + 1 stack of Lethal Poison when passing through or entering this zone.
  • Magia, Dissonance, and Undead are immune.

Godshroom Flesh:
((Nature Zone)
The fleshy yet rock-like paths are the only way to climb the monstrous Giant Godshroom.
  • Nature Magic +10 when used from or to this zone.

Scorching:
(Damage Zone) (Pyro Zone)
A dangerous fire zone from natural or natural sources.
  • Pyromancy gains a +10 modifier.
  • Allies take 10 flat damage every cycle when passing or ending their turn in this zone.
  • All enemies present take 10% MAX HP damage when passing or ending their turn in this zone.
  • Pyromancy users of A-S rank are immune to this damage.
  • Hydromancers can make a Hydromancy MR+WR check vs 75 to remove a Scorched zone within range.






✦✦

Myconid x7


1 200/200 SP
300/300 HP
2 200/200 SP
300/300 HP
3 200/200 SP
300/300 HP
4 200/200 SP
300/300 HP
5 200/200 SP
300/300 HP
6 200/200 SP
300/300 HP
7 200/200 SP
300/300 HP
At 0 SP this enemy becomes Vulnerable.
Shroom Punch
Deals 1d100 damage to a single target in the same or adjacent zone.
  • Pushes target back 1 zone.

Spores!:
Deals 5 retal damage to all in its zone whenever retal is triggered.
  • Inflicts 1 stack of Poison

Regrowth:
Regenerates 50 HP and SP every damage phase.
  • SP break disables this.

Hinderance:
You cannot pass through a zone with a Myconid in it.
  • SP break disables this.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Simple
  • Movement: 2 (Normal + Takes no damage from Toxic Zones)
  • Location: (1: 7B), (2: 6G), (3: 5E), (4: 12E), (5: 5I), (6: 3G), (7: 7H)


✦✦

Slave Moth x2


1 100/100 SP
222/222HP
2 100/100 SP
222/222HP
At 0 SP this enemy becomes Vulnerable.
Spore Spread:
Deals:8d4 damage to 1 zone within 1 ring of zones.
  • Inflicts 2 stacks of Poison
  • Inflicts 1 stack of .Hitstun.

Shroom Mount:
Can be picked up or mounted by Myconids.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Simple
  • Movement: 4 (Flying)
  • Location: (1: 3H), (2: 3B)


✦✦✦

Sporeguard x3


1 250/250 SP
500/500 HP
2 250 /250 SP
500/500 HP
3 250 /250 SP
500/500 HP
At 0 SP this enemy becomes Vulnerable.
Shroom Rush:
Deals 3d50 damage to a single target in the same or adjacent zone.
  • Pushes the target back 1 zone.
  • On Fortitude rolls under 20, inflicts Stun.

Spores!!!!!:
Deals 5 retal damage to all in its zone whenever retal is triggered.
  • Inflicts1 stacks of Poison
  • Inflicts 1 stack of .Hitstun.

Regrowth:
Regenerates 50 HP and SP every damage phase.
  • SP break disables this.

Hinderance:
You cannot pass through a zone with a Myconid in it.
  • SP break disables this.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Simple
  • Movement: 2 (Normal + Takes no damage from Toxic Zones)
  • Location: (1: 3F), (2: 4A), (3: 1E)

 
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Vina Skysong

❮ Lyrical ❯
B
NG+
Messages
572
Gold
6,030
Mastery
4,440
Valor
36
Event
0
Special
0
Wolfy
Oversoul [2/10]
185 / 185

Neutral
+13 HP from Regeneration (@Vina Skysong)


With the assent from the rest of the group Vina got to work preparing her magic, humming a cheerful tune as she called upon the winds to gather between her hands, swirling and swishing in preparation for when it would be time to prevent an unpleasant landing.

Don't worry Nin, Ruby and I will make sure we'll land safe and after that we'll be much closer to the goal~


She did her best to reassure the researcher even as everyone tried to make themselves comfortable in the catapult's projectile holder. While she did have her spell prepared to go flying like this still did make her a bit nervous, her ears and tail betraying her alertness as she waited for Rettah to pull the lever.

The sensation of suddenly being thrown into the air did wrench a surprised cry from her, but overall the vixen regained her bearings pretty quickly. Once the initial acceleration was over with she found herself smiling as she felt herself sail through the air, the winds making her obscenely long hair and tail dance while she spread her arms and looked at her companions.

The only thing that somewhat ruined the beauty of the experience was the stench the winds brought with them, coming from the nest of rot and regrowth they were now rapidly falling towards. She didn't have anything against myconids (they were cute, really) but she couldn't deny that this place stank.

Unleashing her spell an upwards gust would slow down their fall and try to redirect them from the very unhealthy field of rot they were heading towards. Fortunately she'd managed to gather enough winds that she succeeded, letting all seven of them land safely on parts of the Giant Godshroom which weren't oozing toxic fumes.

That's a... unique smell isn't it?


Her thoughts were interrupted by the presence of a caenis, one who didn't hide her eagerness at their arrival... but even Vina could tell that her cheerfulness wasn't benign. The vixen frowned before shaking her head and focusing on the task ahead of them.

So! We've got to get to the spores as quickly as possible, right? No time to waste then... but the myconids might make that difficult. (She turned to the other group.) Let's meet up first!


Still, loathe as she was to admit it, the myconids were quick to non-verbally state their intent of protecting their territory. Simply going fast wouldn't be enough here if the bigger shroomfolk decided to get violent. Vina hummed to herself, the humming slowly growing in strength as a familiar breeze picked up around the druidess. A lively tune that resonated inside the minds of the three friends she'd landed together with, sharing with them the thrill of adventure.

I'll go first~!


The breeze turned into a gust at the same time that Vina ran towards the edge of the patch of fungal flesh they were standing on, staff remaining on her back for now. Reaching the edge she jumped, the winds helping carry her further as she practically soared through the air. Open skies passed underneath and above before she reached the next patch of solid ground, taking several steps to regain her balance before smiling up at the myconid in front of her.

I don't suppose I could convince you to let us pass~?


Rolls

Movement: E7 (AoE Buff) > E5


(FA) Regeneration
(5 + 4 + 4) = 13
Regenerate 13 HP
Mend | Vina Skysong

(FA) Infuse
+15 HP
to your regeneration, [defense], or [support] action's target(s).
Mend | Vina Skysong

(BA) Rush
Double your total movement count this cycle.
Vina Skysong | 1957C1

(MA) AoE Buff
1d100 (9) + [30] + 25 + 20 + 25 + 5 + (25) = 139 / 3
+47 extra damage to 3 targets for 1 attack
AoE | Harmonic Magic | Vina Skysong | 1957C1

Healing @Vina Skysong for 13 HP
Buffing @Crimson Ruby for 47 extra damage on the next attack
Buffing @Fina Drago for 47 extra damage on the next attack
Buffing Rettah Dam (@Pandora*) for 47 extra damage on the next attack
Healing @Crimson Ruby for 5 HP
Healing @Fina Drago for 5 HP
Healing Rettah Dam (@Pandora*) for 5 HP


N/A
Character Sheet
Oversoul Charges: 2/10 OP
 
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Crimson Ruby

❮ Pathfinder ❯
B
NG+
Messages
841
Gold
8,010
Mastery
3,595
Valor
0
Event
0
Special
0
Chanlye
Oversoul [2/10]
225 / 230

-5 HP from Myconid's Spores!
1x
Poison


The catapulting? Okay, that was far more fun than Ruby expected. As dangerous as it was, there was a thrill in it that was uncompared. Such a speed, such a height, and an awestruck view of that mushroom kingdom they were aiming for.

"Deadly it is, for sure!" Ruby laughed, rather joyful as she glanced to Fina, Vina, and her other companions until she finally landed along with them, trying to recover her balance and opening her arms widely as she reached for her jian sword and grinned to Rettah (@Pandora*) "You need to enjoy yourself more, even if it isn't a near certain death- Besides..." Her eyes trailed at Nin, @Seigi Ling Ling and @Harper.

They were far... and what was with that fiery haired caenis? Ruby didn't like it already, she was the crimson one over here.

"I am sure there will be a lot of danger incoming..."

Her grip on the hilt tightened, and she looked at @Vina Skysong. "Very unique." Ruby's nose twitched, and she braced herself. "For another leap!"

And taking a run, the Crimson Cat jumped highly, with a midair twirl as she felt the vixen's energy flow into her movements and emotions, taking a land and charging in almost immediately-

"Seems like it is a no, Vina!" She roared, sinking her blade into the fungal beast, letting a flood of spores erupt from the wounds and clenching her teeth and frowning her nose.

That was very disgusting!

"Fina! Now!" She swiftly jumped over the myconid, slashing the blade across it and standing between it and @Fina Drago, making an opening for the silvery cat to finish the job.

Rolls


Movement: Leaping to E5 and Acting

(BA) Rush
Double your total movement count this cycle.
Crimson Ruby | 1957C1

(F) Momentum
(12 * 5) = 60 bonus momentum damage
Dynamism | Crimson Ruby

Sharp
1d100 (27) + 50 + 38 + 60 + 10 + 47 = 232
232 damage
Slash Weapons | Crimson Ruby | 1957C1


Myconid 3: 68/300 HP | 200/200 SP
Character Sheet
Oversoul Charges: 2/10 OP
 

Fina Drago

Magia
B
NG+
Messages
542
Gold
2,290
Mastery
1,305
Valor
31
Event
0
Special
0
OOC
BlancBlack
‎ ‎ Oversoul [3/10]
200 / 210



Damage
-10 HP |‎ ‎ -5 from Retal (Myconid 3)
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ -5 from Poison
Status
‎ Playsheet
‎ ‎ ‎ 1x Poison



Why so many people around her seemed to lack any sense of self-preservation, she had no idea. And honestly, the idea of just jumping off the catapult before it fired did cross her mind. Alas, she did not have enough time to act on it before she was sent flying together with the rest of the group. Where some might have been excited about what was transpiring, Fina was positively terrified, convulsively grabbing onto anything she could as soon as their arc reached its zenith and they started descending.

At least, thanks to Vina, they all managed to land relatively safely. That is to say, the feline did, in fact, land on her legs instead of on her face. This hardly changed the fact that they appeared to be in the middle of the enemy territory and had drawn all of the eyes onto them. Surely, none of this would have happened if they had chosen a more stealthy approach. They attracted so much attention that even some manner of flaming caenis(?) appeared from nowhere and started threatening them.

"Well, she sure as hell ain't my problem, gotta get that spore and get out-"

Ignoring all else, she followed in Ruby's steps for now, running right past Vina before leaping off the edge. Being able to actually control her trajectory and the force of the jump? Much better than being fired by a possibly unreliable catapult. Landing on the other side, she simply shouted "Got it!" in response to the other feline as an arcane spear manifested in her right hand, already prepared to throw it with full force. And she did, piercing the Myconid in the way. Perhaps this task wouldn't be so difficult, after all? As long as that fire-covered one didn't catch up with them...

Rolls

Movement: E7 → E5 (Jump + Actions)

Oversoul Action
Arcana Arm: Give yourself a stack of Arcana Surplus.
Arcana Surplus stacks: [1]
Passives
Level 2: MAX HP +5 | Starting OP +1.
Untitled: MAX HP +5 | Starting OP +1
Slayer: Damage Bonus vs Myconids +10.
Sense+: Awareness +15.


Free Action
Disruptive: Deals 30 (S) flat SP damage when you attack. (Arcanamancy)

Bonus Action
Used by Oversoul

Main Action
Roll Result

1d25 (17) = 17
Arcana Surplus


Sharp
1d100 (51) + 50 + 38 + 17 + 10 = 166
166 damage
Pierce Weapons | Fina Drago | 1957C1
Should be +47 for a total of 213 but enemy is dead either way


Myconid 3: 0/300 HP | 170/200 SP
Oversoul Charges: 3/10 OP
 

Seigi Ling Ling

❮ Dissonant Exterminator ❯
H
Messages
123
Gold
0
Mastery
0
Valor
26
Event
0
Special
0
Oversoul [3/10]
255 / 230


-25 from Corruption
Vulnerable


...

"...Math?" Seigi tilted her head as they managed to land in relative safety after their short sky adventure. It wasn't that Seigi was bad at it; but in a situation like this!? "You can do math at home!" She finally retorted before looking over to the other group, relieved they were still in sight as they all safely managed to land thanks to @Vina Skysong and @Crimson Ruby's preparations.

However, her relief was short-lived as the stench of fungi grew more intense. Wrinkling her nose in disgust before putting her hand over it. "It smells like an old sports locker room! No... worse." Shaking her head, the girl instead focused on Nin's talk about calculations and trajectories. Something about how Rettah could have done a better job or such!

Regardless, she had to focus on the job at hand. Guts, Effort, and... Mushrooms? It wasn't the kind of vegetable she enjoyed, but then again she did sign up for this. "Alrighty, listen Nin..." Placing a hand on the nerds shoulder. "Listen!" Interrupting her math lesson. "I appreciate the, uh, math lesson, but we should really focus on regrouping! Which actually means...." Her eyes wandered to the fungi ahead that the three could reach in relative safety.

"You're ready to turn them into soup!?" Bumping both her fists together, as her nose had quickly gotten used to the smell, this bit was directed at @Harper. Although not waiting for an answer, Seigi already rushed towards two of the fungi, focusing on her heartbeat, breath, and steps to synchronize one with the other...

...before unleashing her assault, each punch and kick flowing in a rhythm that was unmistakably hers. Even though her moves seemed straightforward, they were harmonized like a song made by crude instruments. Engaging the first mushroom with a barrage of strikes, Seigi's fists and feet synced seamlessly to her internal beat.

"Nani!?" Luck wasn't on her side today, however, as the spongy ground beneath her shifted unexpectedly. Turning a precise high-kick into a broad high-fail, and instead gracing another one of the fungi guards barely.

Trying to regain her balance, the girl left herself somewhat open...

Rolls

Movement: G9 → I8→ H7 (Actions)

Roll Result
1d4 (4) = 4
Optimistic Initative | Seigi Ling Ling | C01957
+2 OP!

(P) Corruption
(10 + 1 + 14) = 25
+25 to attacks, heals, or buffs. +13 to checks.
Corruption advances, lose 25 HP...
C01957| Seigi Ling Ling

Critical Attack
2d100 (Advantage) (37, 35) + [40] + 25 + 25 + 25 + 25 + 10 = 187
187 damage -> focus all on one shroom
You are Vulnerable.
Martial Arts | Seigi Ling Ling | C01957

(BA) Area Effect
3d20 (6 + 11 + 4) = 21 splash damage -> flat damage to both, no reta
Seigi Ling Ling | C01957
No retaliation


Myconid 7: 92/300 HP | 200/200 SP
Myconid 2: 279/300 HP | 200/200 SP
Character Sheet
Oversoul Charges: 3+(2?+?)/10 OP
 

Harper

B
Messages
240
Gold
0
Mastery
0
Valor
23
Event
0
Special
0
Oversoul [2/10]
185 / 175



Wild Heart stacks: 1
-5 to rolls due to Terrible Stench tile


The beastkin smiled upon realizing that the chosen plan was the one she was by far the most up for. Not only did most of the group agree they needed to be in and out as fast as they could, where else would she get a chance to ride out a catapult with as much safety as one could ever get? She couldn't waste this once in a lifetime opportunity taking the stairs!

Getting into the contraption, the tigress would get settled before taking a deep breath. She kinda wondered how it would feel like being launched like that. She had been in a roller-coaster a few times in her life, so maybe it would be something like tha-!

SWOOSH

"AWWWWW CRAAAAAAAAAAAAAAAAAAP!"

--

After a brief but definitely not very dignified display from the tigress and both @Crimson Ruby and @Vina Skysong 's actions to help with a better landing, she would find herself landing with the green-haired scholar and her sister-in-brawling in @Seigi Ling Ling . Looking to the side, she'd spot both the rest of their party and an unfamiliar beastkin shouting threats at them from far away, clear as day to her good ears.

On the other hand, she wished her nose was bad at this very moment.


"God, this place REEKS! Like month-old, stuffed somewhere deep in my wardrobe gi!" That the example sounded so personal really standed to show how bad it was. And as Seigi rallied her on, she spotted her gateway out of this stench: Right through a bunch of mushroom people. Following her fellow brawler's lead, she quickly picked up on the slack left by Seigi's mishap, grabbing one of the Myconids by wherever she figured out a face might be with one arm.

"Get off her, you overgrown Portobello!"

With her other hand grabbing her squeezing arm, she squeezed with all her strength, crushing the Myconids's frontal area she was grabbing with a myriad of frankly disgusting sounds as she squeezed the quite literal life out of it. Once she was pretty sure it stopped moving, Harper quickly made sure to dispose of it... By throwing it like a football at the nearest enemy.

Once that was done, she extended her Myconid gore-stained hand towards the fallen Seigi with a smirk.
"Name's Harper. Say, want to make a little contest? By the end of this, the one with most bagged kills gets the losers to pay a night of drinks. Whadya say?" She would arch her back to look at the approaching Nin. "That goes for you too, greeny!"







Rolls

Movement: H9 -> I8 -> I7

OVERSOUL ACTION:
-(Free) Wild Heart: +10 to all offensive actions +1. For every enemy killed when this action is activated:

Gain 1 stack of Wild (F).
At 3 stacks gain Berserk: Uncontrolled passive.
Sharp
1d100 (62) + 50 + 23 + 10 - 5 = 140
140 damage

Crush Weapons | Harper | 1957C1 | YEET

(BA) Giga Grappler: Tiger Toss
Roll Result
1d3 (3) = 3

Harper | 1957C1 | Toss Range

Throwing Myconid 7 at Myconid 2


Myconid 7: -48/300 HP | 200/200 SP
Character Sheet
Oversoul Charges: 3/10 OP
 

Pandora*

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Cycle 1
Cycle End Summary: NPC, Damage, and Oversoul Accumulation


NPC Phase


Rettah Dam changed 2 zones into Enigma Constructs
Nin healed @Seigi Ling Ling for 38 HP and gave a damage buff of 38 for 1 turn.


Cycle 1 Damage Phase


Highest Threat: @Seigi Ling Ling

Seigi Ling Ling
@Seigi Ling Ling takes 57x2 HP Damage.
Roll a Fortitude or Reflex save to reduce damage:
< Nat100 = 0 | 100 = 57 | 50 = 85 | 25 = 101 | Nat1= 228 >
You must roll an extra Fortitude save over 20 or you will take Stun.!

@Seigi Ling Ling takes 44 HP Damage.
Roll a Fortitude or Reflex save to reduce damage:
< Nat100 = 0 | 100 = 22 | 50 = 33 | 25 = 40 | Nat1= 88 >
You take 2 stacks of Poison and 1 stack of .Hitstun.

@Seigi Ling Ling takes 16 HP Damage.
Roll a Fortitude or Rexflex save to reduce damage:
< Nat100 = 0 | 100 = 8 | 50 = 12 | 25 = 14 | Nat1= 228 >

Harper
@Harper takes 16 HP Damage.
Roll a Fortitude or Reflex save to reduce damage:
< Nat100 = 0 | 100 = 8 | 50 = 12 | 25 = 14 | Nat1= 228 >
You take 2 stacks of Poison and 1 stack of .Hitstun.


Oversoul Growth
@Vina Skysong : 1 support, 1 tag = 2 OP
@Crimson Ruby: 1 attack, 1 tag = 2 OP
@Fina Drago : 1 attack, 1 tag, 1 kill = 3 OP
@Seigi Ling Ling : 1 attack, 1 tag, 2 special, 1 attacked = 5 OP
@Harper : 1 attack, 1 tag, 1 kill, 1 attacked = 4 OP




Giant Godshroom

C2: Shroom Banquet?


"Yeah!!!! Heheheheh!!!! Aren't you mad? Want to get serious now fungus faces!?"


The shroom is torn apart piece by piece as the metallic whip repeatedly strikes with surprising precision for someone with the mentality Rettah appears to have. Finishing up she shrinks the whip and sucks on the end some.

"Meh... nothing special no poison on this one..."


Walking through the deadly patch of fungus she starts moving the rod in intricate patterns in the air. Several prismatic cubes are sent flying. Each slowly morphs the air around them into colorful translucent structures.

One shaped like a long deformed man lying on his front.
The other is shaped like a jumbo jet.

"!!!!!!!!!!"


"Heh, get lost... actually let me help you with that!"


Rettah's eyes narrow as she points her rod and a beam shines onto the Spore Guard and a large mass of rainbow light engulfs it. Leaving nothing but a glowing box behind.

"...okay I think that settles that. Come on Let's find an actual thrill, Gem Cat and you all. *Yawn* I'm not dead yet... maybe I should play with that hothead."


Said hothead had just finished off a myconid that dared stand in her path. She said little after Vina's question and seemed to be focusing on the fungus monsters. Of which more headed her way. A Spore Guard riding a moth flew in using his distance to its advantage to annoy Funi.

"!!!!!!!!!!"


"Grrrr.... wasting time when I could be slaughterrring my morrtal enemies! Not gatherrring stupid mushrrooms!


Funi twitched as a blaze rose all around her higher and brighter. Her face became more primal and her fangs lengthened. She pulled out a strangely shaped syringe shaped like a spiral cone and looked at it momentarily...





"You do not want a lecture, well instead take this!"


Nin tosses a vial at Seigi.

"Considering you're breathing toxins, this should help."


Nin offers a soft smile, a rare sight, as the vial shatters in the air and the solution fills the fighter with strength! However, an ill omen falls upon her right after... attracting the attention of another moth-riding Spore Guardian.

"!!!!!!!!!!"


Nin's smile vanishes instantly and she sighs heavily shaking her head.

"Of course, not a single calculation reaches its required sum when there are so many... many.. urgh..."


Nin starts wobbling a little. Taking a few steps back she tries to avoid the nearby fighting... only to hear a thud.

"Oh hello! Shíyòng?"


"What?!"




Ewin5Gb.png
"Mmmmm. Where am I now? Tizzy? Tizzy? Where are you now? Why am I always lost?"





rnupLEG.png

Nin freezes up and with a glance at the others seems to mumble something, probably something like "Please stop the unpredictable factors!".

She wore clothing that was completely out of the known cultures of Arcia. She wore an eastern, or eastern in the real-world, attire. One of her arms was tightly bound in bandages and upon her chest was a large vibrant rose. A contrast to her sickly complexion. One thing that stood out above all else was the distinct smell that came from her. It overpowered everything else. It was like a flower's scent but... unpleasant.

The pale girl smiled and looked around blankly as if she had no clue where she was.



"Ohhh my. I am lost again. I think I was eating some Mógū and stinking things up again like Tizzy always scolded me for. Now why am I way up here?"


Her eyes wander to the distant two, Seigi and Harper.

"Wǔshù... ah I know that too! When I'm not eating I... hm? Mmmmmm... I see ... they touched the dark stuff once, didn't they? It's weird right?"


"Are you here for the spore or not?!"


"Shénme???? I'm Misha."


(Face palms) "Then why are you here? Subtract yourself!"


"OH RIGHT! I was supposed to um.. mmmm... Oh.. I wanted to eat the God Spore! Thank you miss! I will eat you later!"


Nin just stands there with her mouth open. She wasn't feeling well and all this certainly didn't help.


"!!!!!!!!!!"



The mission continues...
 
Last edited:

Pandora*

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PLAYER SECTION





  • Great Godshroom
    C2: United?


    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 700 words excluding code.
    • Post Speed: Roughly once per 48 hours. I will match your pace to a degree
    • Fluid Time: Each character gets 1 post per cycle. There is no set posting order. Retroactive healing and protection are allowed, not retro buffing.
    • Post Template: Please do not alter the [action*][/action*] and enemy/objective tracking portion of your post. These elements must be displayed as is at all times. NOTE: I am more lenient on this than any other narrator out there and I am the only one managing this event. So I'm okay with some spicing up... but do keep it clear.
    • Comms: Limit of 3 posts per character, per cycle. Any communication can be done either by making a private comms thread or posting in the event's official comms thread.
    • Rolls: All rolls must be done in the #event-rolls channel. If you roll and don't post before the damage phase, It doesn't count. One-liners are not an issue here so use them when you must.
    • Thread Code: 1957C2

    Code:
    [b][metercolor=0.0]blue[/metercolor][inlinespoiler=Oversoul][0/10][/inlinespoiler][/b]
    [hp=100]100[/hp]
    [status] (This goes directly beneath the HP/Oversoul bars.)
    [/status]
    
    (RP Post goes here)
    
    [action][Move]
    A1 → A2  (Actions)[/move]
    
    Oversoul Action Here
    
    Bonus Action Here
    
    Main Action Here
    [/action]
    [fa]fa-solid fa-skull[/fa] Enemy: X/X HP | X/X SP (repeat for every enemy attacked)
    [fa]fas fa-swords[/fa] Character Sheet  (you may optionally post your sheet in your header. Be sure it's clear)
    [fa]fa-solid fa-sparkles[/fa] Oversoul Charges: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 2: Situationals

    • Tips: None...

    Mission: Acquire God Spore and Return!


    Objectives: Divergence is at hand. How well these Objectives are accomplished will impact the story development of the remaining cycles and ultimately this event's conclusion.
    • Objective: Acquire God Spore (Main)
    • Objective: Exit the stage before Funi
    • Objective: Defeat Funi
    • Objective: Defeat Misha???? But why????
    • Objective: ????

  • <<Oversoul>>
    Starcalled Level 2
    When the time to face a Fated Moment comes to pass. Often the soul shines far brighter when it is ready to go further beyond. For those times in battle, there is Oversoul.

    All of your points together are recorded at the end of every cycle. On your turn, you may use special Oversoul Free Actions, consuming the points you have personally stored.

    Now that the Starcalled have reached level 2, individual Unique Oversoul Abilities have been unlocked! You can use these as soon as you have built up the required OP needed. Abilities listed as [SEALED] are unavailable until a later point in the story. These abilities do not consume OP. These abilities are based on the build, tags, title, racial traits, and DAs you register into an LFG. Once acquired these will be formatted similarly to Generic Unique ability cards (yellow) in the builder. They will reflect the version of your character when they registered only. Always be sure you have your build information up to date for the most appropriate abilities to be allotted to you.

    Act as a team and use Oversoul to swing victory from the jaws of defeat Starcalled!

    Methods of building Oversoul:
    • Every action of HP/SP damage dealt, HP Healed, or Buff Applied to any amount of enemies or allies= 1 OP Charge
    • If you take direct damage (not splash or environmental) damage phase = 1 OP Charge
    • Tag an ally = 1 OP Charge
    • Enemy defeated = 1 OP Charge for kill taker.
    • Fight in the same or adjacent Zone with an Ally in the same Faction = 1 OP Charge
    • Fight in the same or adjacent zone as an NPC with Bond = 1 OP Charge
    • Important: All Oversoul is accumulated at the end of the damage phase after enemy attacks are dealt out. So you do not actually have the points you gain until they are given out by the DM/Narrator at that time.

    System Details
    • Events without an LFG do not use the Oversoul system.
    • Oversoul cannot be used retroactively beyond the mentioned before/after definitions.
    • Whenever a teammate is Killed/KO'ed they lose all Oversoul accumulated.
    • All advantages granted to Critical hit are only 1d100.
    • Advantages from Oversoul free actions do not work on Wild/Reckless pair. However, other forms of advantage such as Unique abilities and enemy weaknesses work as normal.
    • Oversoul free actions may be combined together (enhance+force+chain etc).
    • Beware: You are not the only ones that have Oversoul abilities...
    | Gobal 0 OP Cost Actions
    Carry: (Bonus Action) You can move others. When you move, you can pick up a willing ally from any zone you move through and drop them off at any zone you enter afterward as a bonus action.

    Reposition: (Bonus Action) You may move any one adjacent non-boss unit (and some objects) 1 zone in any direction from their zone.
    | Oversoul Global Free Actions

    (1 Charge) Enhance: +10 Modifier to next roll (checks, attacks, saves, etc). This must be done immediately after making the roll you want to enhance.

    (1 Charge) Force: Deal 25 SP damage when you deal damage. Does not work with aoe or splash. This must be done immediately after making the roll you want to enhance.

    (2 Charges) Chain (You and Ally): Combine one of your next Standard actions with one tagged ally's next Standard Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn, before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a chain is broken.

    (3 Charges) Overaction: Use an additional Bonus Action (you may not double the same BA). This must be done before taking action.

    (3 Charges) Cleanse: Remove all stacks of all curable ailments you currently have. must be done at the start of your turn before taking action or moving.

    (4 Charges) Action Swap: Swap any action of your choice in your build to your current build sheet. This can be done anytime on your turn.

    (4 Charges) Fortify: Negates your current Vulnerable state. This also brings Super Vulnerable back to Vulnerable. This must be done immediately after becoming vuln.

    (5 Charges) Unite (You and Ally): Combine one of your Special Actions with one tagged ally's next Special Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a unite is broken.

    (10 Charges) Fate Turner: Negate a Nat 1 or any deathblow within 25 damage (consider it an HP shield worth 25 when used). Must be used immediately after a nat 1 or after a deathblow is dealt to you. Beware denying a set fate may make the next meeting with destiny much worse. This stacks...

    (10 Charges) OVERSOUL:
    [SEALED]




  • uOcdzPl.png
    Explorers League | Pathfinder | Character Sheet
    Crimson Ruby
    Oversoul [04/10
    Health [225/230]


    Status
    Buffs
    Poison x1: -5 HP per turn. At 5 stacks converts to Lethal Poison.
    Misc
    Location: 5E

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • Level 2: (Passive) MAX HP +5 | Starting OP +1
    • (Passive) Pathfinder: 1-time advantage on any check made when venturing outside Astorea.
    • (Passive) Slayer -: (Damage Bonus vs Myconids +10.
    • (Passive) Sense: Awareness +10.
    • (Passive) Beastial Body: Immune to most Weapon and Armor Break debuffs.
    • (Passive) Night Guide: +20 Awareness to self and all in your zone at night.

    Glint of Light
    Unlocks at 3 OP
    • (Free) Ruby Resonance: Edge of an Emotion: (Apply [Emotion: 50/100] to yourself. You can increase or decrease this gauge by up to 25 once per cycle. Gain the following when within the required thresholds.
      • 0 Ripple Shield: Gain advantage on 1 save. Use as a BA to add this advantage to all within your zone.
      • 1-25 Illusory Step: +10 Awareness, Reflex and Will.
      • 26-49 Cat Chime: Gain advantage on Inspire actions.
      • 50 Resonance: +2 mod per ally in your zone to any main action performed.
      • 51-74 Sonic Edge: When using offensive actions, roll d10 and add a 5 flat damage x the result.
      • 75-99 Ripple Edge: +1 to all offensive or defensive actions.
      • 100 Fatal Chime: +20 mod when using offensive actions. Use as a BA to Sonic Edge and instantly kill any non-boss enemy below 25% HP.
    • (Free) Primal Voice: Halves or doubles all Threat you deal to Beast-type enemies.
    • Passive) Hope's Edge: 1 advantage roll to any offensive actions. Another +1 if in the same zone as a listed "Fallen".

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Hope's Voice: Up to 2 advantage rolls to any support actions.. Another +1 if in the same zone as a listed "Fallen".
    • (Passive) Mirage Stance: Enter an evasive status gaining advantage on all Reflex saves in the damage phase. It ends after that phase.
    Oversoul
    Unlocks at 10 OP
    • SEALED




    qMG0ABe.png
    Unaffilated | Untitled | Character Sheet
    Fina Drago
    Oversoul 06/10]
    Health [200/210]


    Status
    Buffs
    Poison x1: -5 HP per turn. At 5 stacks converts to Lethal Poison.
    Misc
    Location: 5E

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • (Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Untitled: MAX HP +5 | Starting OP +1
    • (Passive) Player: Damage Bonus vs Myconids +10.
    • (Passive) Sense+: Awareness +15.

    Glint of Light
    Unlocks at 1 OP
    • (Passive) Temporal Forge: Immunity to most Weapon and Armor Break ailments. Choose from various options when using.
      • (Free) Arcana Replace: Restore 1 ally in your zone's equipment if broken.
      • (BA)Arcana Arm: Give yourself a stack of Arcana Surplus. Each new summon can negate small projectiles and halve the damage of most large projectiles (the weapon is consumed if used this way).
      • (BA) Arcana Unleash: Use all stacks of Arcana Surplus to deal xd50 damage or to mitigate 10 damage dealt to you or any ally in your zone by the number of stacks used.


    Brave Shine
    Unlocks at 3 OP
    • SEALED
    • (Passive) Arcana Gaurdian: Deals your Arcanamancy rank in damage to all enemies when you end your turn next in their zone. Also deals Arcanamancy rank in damage to any enemy that directly attacks you (not splash or AOE damage).
    Oversoul
    Unlocks at 10 OP
    • SEALED





    3nymH1E.jpg
    Lions Pride | Friend of Yladia | Character Sheet
    Vina Skysong
    Oversoul 04/10]
    Health [185/185]


    Status
    Buffs
    Debuffs
    Misc
    Location: 5E

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • (Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Friend of Yladia: +5 Wisdom | Unlimited Presence advantage with Yladian NPC.
    • Slayer: (Passive) Damage Bonus vs Myconids +10
    • (Passive) Sense+: Awareness +15.
    • Oscillation: Harmonics +10.
    • (Passive) Dispel: All supportive actions cure 1 stack of curable ailments to the targets.
    Glint of Light
    Unlocks at 3 OP
    • (Passive) Nature's Harmonies: (Can swap Harmonics, Nature Magic, and Beast Arts for each other for any support or defensive action. Also use gain the following:
      • (Passive) Nature's Flow: All support actions are advantage used on allies standing in nature zones.
      • (Free) Nature's Gift: When using Infuse, you can add a Boost or Cure effect without them being equipped (not both).
      • (Passive) Nature's Song: When in nature zones Inspire is a full zonal aoe.
      • (1 OP | BA) Nature's Ally: Use to summon an ally to any nature zone within range. This summon will give you access to Extension OR Coordinate. The summon can act as a 25 HP shield to any ally and is dismissed when slain.
    • (Free+BA) Gust Manipulation: Move any one ally within range 1 zone in any direction. Certain enemies and obstacles can also be targeted. You may use this as a BA to give the target Float movement type for 1 turn.

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (BA) Nature Field: Creates a Nature Field over the entire map. All zones count as Nature. Everyone on the map gains + 20 Nature Magic. The field lasts until overwritten by another
    • (BA) Clear Skies: Roll 1d3 and on 2 or 3 clear most Rain type of effects on the map.
    Oversoul
    Unlocks at 10 OP
    • SEALED





    w1pshxD.png
    Unaffilated | Untitled | Character Sheet
    Harper
    Oversoul [06/10]
    Health [100/100]


    Status
    Buffs
    Hitstun x1: All mastery, expertise, and save modifiers -5 and Move -1 per stack.
    Poison x2: -5 HP per turn. At 5 stacks converts to Lethal Poison.
    Misc
    Location: 7I

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • )Passive) Level 2: MAX HP +5 | Starting OP +1.
    • (Passive) Untitled: MAX HP +5 | Starting OP +1.
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • (Passive) Sense-: (Awareness +5.
    • (Passive) Beastial Body: Immune to most Weapon and Armor Break debuffs.
    • -(Free) Wild Heart: +10 to all offensive actions +1. For every enemy killed when this action is activated:
      • Gain 1 stack of Wild (F).
      • At 3 stacks gain Berserk: Uncontrolled passive.
    Glint of Light
    Unlocks at 3 OP
    • (BA) Giga Grappler: When using offensive or defensive actions on the primary target select one of the following:
      • Arm Break : Roll 1d3 and if over 1 inflict Arm Break. Lasts 1 cycle.
      • Leg Break: Roll 1d3 and if over 1 inflict Leg Break. Lasts 1 cycle.
      • Body Breaker: Roll 1d9 and if over 7, immediately break the SP Bar of target. If successful on an SP broken enemy, instant kill. In the case of bosses, only nat 10s result in insta break and insta death is negated.
      • Tiger Toss: Pick up and throw an enemy 1d3 zones.
      • Pin: Keep any enemy locked down in your zone (immobilized. You take flat damage equal to half of the target's current HP in every damage phase (some enemies can attack others while being pinned).
      • (1 OP) Tiger Party: Roll 1d3 and use any mix of Giga Grappler BAs.


    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Tiger Rage: Whenever you are below 50%/25%/10% HP on your turn roll a 1d4/3/2 respectively. On a 1, apply Primal Rage: Uncontrolled to yourself. Besides death, uncurable until the battle is concluded.
    Oversoul
    Unlocks at 10 OP
    • SEALED





    mP5LZro.png
    Unaffilated | Dissonant Exterminator | Character Sheet
    Seigi Ling Ling
    Oversoul [06/10]
    Health [79/253]


    Status
    Buffs: +38 Damage Buff (1/1)
    Hitstun x1: All mastery, expertise, and save modifiers -5 and Move -1 per stack.
    Poison x3: -5 HP per turn. At 5 stacks converts to Lethal Poison.
    Misc
    Zone

    | Oversoul
    <<Oversoul>>

    A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.

    Starcalled:
    The accumulation of Starcalled experience shared with you through Oversoul.
    • )Passive) Level 2: MAX HP +5 | Starting OP +1
    • (Passive) Dissonant Exterminator:+10 damage for offensive and defensive action attacking Dissonant enemies.
    • (Passive) Slayer: Damage Bonus vs Myconids +10.
    • -(Free) Danger Pass: 1-time negation of a danger zone's effects.
    • (Passive) Optimistic Initative: At the start of every battle roll a 1d4.
      • 4: Gain 2 OP.
      • 3: Gain +1 move for the first turn.
      • 2: Nothing.
      • 1: Your first action is at disadvantage.
    Glint of Light
    Unlocks at 3 OP
    • (Free) Justice Drive: GE: Abilities grow with interactions victories and Oversoul accumulation:
      • Effort!: +2 mods to all rolls for each OP Charged. +1 to everyone who tags you. +1 for every enemy you defeat. Max +20.
      • Camaraderie: Before acting, tag an ally within your zone. 1d3 1: you both get disadvantage, 2: nothing happens, 3: you both get advantage.
      • Guts!: When in range of a boss enemy, +5 to all saves. +2 all saves per OP charged.
      • (BA | 5 OP) Belief: Roll 1d3. On a 2 or 3 prevent ally death and become 1 HP.
      • (BA | 10 OP) Nuclear Justice: Deal 1.5x damage to bosses for the rest of the battle.

    Brave Shine
    Unlocks at 6 OP
    • SEALED
    • (Passive) Twilgiht Drift: Dusk or Dawn?: Every cycle roll a 1d100 and -5 for every ally you've both tagged AND were tagged by. Increase the amount rolled by 10 each cycle. If the result is higher than your Will stat apply. On a 1, apply Titanius Beast to yourself. Each cycle you may continue to make Will checks and for each success you can avoid damage phase consequences. Besides death, this is uncurable until the battle is concluded. You may spend all OP to prevent this status.
    Oversoul
    Unlocks at 10 OP
    • SEALED





  • NPC Guide

    • NPC armor type only affects their armor ability (Surge, Twice, Immortal), not their HP.
    • NPC actions are limited. This limit is set for the entire thread unless a player sheet revision and armor ability reset occurs. NPC should be considered still active in story but mechanically only assist with these actions. By using the comms thread, you may make a request for an NPC (@Pandora*) to take action or to conserve their action for a later cycle.
    • NPCs take their turn at the end of every cycle unless a unique passive or ability is in play.
    • Morale affects how NPCs approach many things including how fast their health drops.
    • NPC are not obligated to remain in an event until the end and may exit a thread due to morale or plot reasons.


    2Mkw9MF.jpg
    Explorers League | Death Seeker❯
    Retta Dam
    Health [Healthy]


    Status
    Buffs
    Debuffs
    Misc
    Location: 4F
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable


    | Abilities
    Wonder Rod:
    (Standard Action)
    An attack with a metal rod is quite shocking. Nothing like riling up a potential bringer of death!
    • 6d20 + 50 + other bonuses
    • Stuns most normal enemies.
    • Damages both HP and SP by result.

    Wicked Snickers
    (Special Action)
    Wonder Rod turns wicked and the snickers is what Rettah's going to do while whipping shit.
    • 20d20 + 50 + other bonuses.
    • Zonal: Damages all enemies in a zone without dividing.
    • Each 20 rolled grants another d20 roll.
    • Becomes Vulnerable.

    Auntie's Gift:
    (Standard Action)
    The sudden blast of a Magnum straight at close range.
    • 1d200 + 50 + other bonuses
    • Causes equal damage to SP.
    • One shot nonbosses on crit.

    Enigma C.C.:
    (Free) (Bonus)
    Prismatic light is used to create and destroy. Whenever an Enigma Construct or Prismatic Puzzle is created adjacent to another they fuse and become a Philosopher's Maze.
    • (Free) Construct; Generates Prismatic Cubes 1d3 zones. Within the next cycle, they become Enigma Constructs. Choose either Open or Closed. Open converts difficult terrain or flight-only terrain into normal terrain. Closed blocks off the zone completely for access for all movement types besides Warp.
    • (BA) Design: Turns a zone into a Prismatic Puzzle. Sealing allies and enemies or preventing anyone from passing/entering it. Lasts 1 cycle. Allies can use a Reflex check vs 75 to escape to a different zone.
    • (BA) Reality Collapse: All creations explode and cause d200 times the amount connected in indiscriminate HP and SP damage. If any enemy has an Elemental or Aspect weakness it is 2x damage.


    Neo Impulse Reverse:
    (Passive)
    Every nat 1 rolled by the party increases damage dealt by 25 for the rest of the thread. If Rettah rolls a nat 1 gains a surge charge of 100 but becomes super vulnerable for that cycle.



    Prismatic:
    (Free)
    Every cycle roll 1d6 and apply the following:
    ◆ 1: Split any damage you deal with yourself this cycle.
    ◆ 2: Gain S Tier Torment Passive effects this cycle. Stacks with Torment.
    ◆ 3: Gain Extension Passive effects for this cycle (Zone Range+1). Stacks with Extension.
    ◆ 4: If the enemy has an Elemental/Aspect weakness, your damage dealt will always strike it dealing 2x damage.
    ◆ 5: All modifiers (including buffs) are set to 0 for this cycle.
    ◆ 6: Next offensive action is expanded to zonal, gains Extension effects, hits Elemental/Aspect weakness, and has S Tier Torment effects. Stacks with Extension and Torment passives. Damage is indiscriminate. On the next cycle you cannot be healed, gain a vulnerable penalty, and become immobilized.


    Death Wish: Never After:
    (Bonus) (Passive)
    "The longer you seek the less likely you shall attain..."

    • After triggering Immortal it can be triggered every cycle after but rolling a 2 on a 1d2.

    Unnatural Body:
    (Passive)
    Looks perfectly normal to me...
    • Ailment stacks are acquired at half speed,
    • Cannot have actions refreshed by normal means.

    | Extra
    Style: DPS/Prismatic*
    Extra

    Armor Skill: Immortal
    Morale: Average



    f8qkikt.jpg
    MIagical Institute of Theory | Mathematician❯
    Nin
    Health [Unwell]


    Status
    Buffs
    ????: ??????
    Misc
    Location: 7I
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable


    | Abilities
    Alchemic Solution:
    (Stanard Action)
    Perform a heal+buff on yourself and allies.
    • 5d20 + 35, then divide by 3 if AoE, then split in half by the result.
    • Each nat-20 grants another d20 roll (explosion)[

    Perfected Alchemic Solution:
    (Special Action)
    Perform a heal+buff on yourself and allies.
    • 10d20 + 35, then divide by 3 if AoE, then split in half by the result.
    • Each nat-20 grants another d20 roll (explosion)[

    Becomes Vulnerable.

    Secret Ingredient v1:
    (Bonus)
    Before rolling AS or PAS, Roll 1d6 and add the following result:

    1: Ally takes damage equal to your roll.
    2: Remove 1d4 curable conditions from the target ally.
    3: Ally gains +2 Movement.
    4: Grants ally Protect status for the rest of the cycle.
    5: Grants target ally +15 to their check or contribution roll.
    6: Grants target a threat level increase of 1000.


    Calculated Assist:
    (Passive)
    If it all adds up the solution is simple! Perfect planning based on mathematics shall prevail!
    • Nin rolls a 2d5 at the start of every cycle. All Allies (including self) receive +25 to all rolls (before modifiers) whenever they land a total that is a multiple of the result.
    The result is 7!

    Simply Math:
    (Passive)
    With mathematics everything is predictable.
    • Within 1 ring of zones, all allies gain Consistent.
    • Knowledge and Knack + 10. Nin gains Advantage on all Magitech, and Alchemy checks.

    Unnatural Body:
    (Passive)
    Looks perfectly normal to me...
    • Ailment stacks are acquired at half speed,
    • Cannot have actions refreshed by normal means.


    | Extra
    Style: Support/Scientist*
    Armor Skill: Surge
    Morale: Low


 
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Pandora*

❮ Narrator ❯
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Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
BATTLE SECTION






Funi
Lunatic Princess


Oversoul
❰ 666 / 666 ❱
❰ 1923 / 2000 ❱


Simple | Normal | Intelligent | Genius
Actions

Searing X Claw:
.A swift double-striking attack with claws that can turn rock to magma.
  • 2d60 on a single target.
  • Crits if either die is a nat 60.
  • Range: 1.
  • Save Difficulty: Average

Hellfire Shot: Funi tosses two flaming charges into different frontal directions. The blaze turns into a fire pillar that shoots upwards and expands for a time upon landing.
  • 1d60 turns the targeted zone into a Wildfire zone that expands by 1 ring in the next cycle.
  • Range: 2 Can be divided to target two different zones.
  • Save Difficulty: Average

????

????


| Bonus Actions

Satar's Flame: Applies Satar's Flame to self.
Hellfire! [ 2/ 4]

Gives all attacks fire properties. Causing one stack of Burn. per. Every additional use of this BA increases the level by 1
  • Level 1: Inflicts Burn times the level of Hellfire.
  • Level 2: Generates a Fire Wall around Funi. The wall deals 20 flat damage to everyone who enters or passes by her zone. It follows her while moving so it actively damages enemies while she passes them.
  • Level 3: Funi's attacks all become zonal.

| Passives

Lunatic Rampage:
The relentlessly growing bloodlust of the most feral of Caenis.
  • Every cycle adds 10 to all non-splash damage dealt. After This effect stacks until the battle ends. At 3 stacks gain move +2.
+10


Vendetta:
Searing is the vengeful wrath of the Lunatic Princess!
  • Deals 20 retal when Funi is attacked within 1 ring of zones. Retal +5 every time this is triggered.
+10


Heart of 1000 Degrees:
The inner power of Funi. The Lunatic Princess's rage draws out the gift of power granted to her in sacrifice. Recently its limits have been forcibly removed...
  • Negates all damage from Pyromancy or other Heat-based damages.
  • All zones passed through and entered become Scorched.
  • ??????



  • HP and SP for this enemy count down.
  • Taunt; DC 300
  • Movement: 5 + Maneuver
  • Actions: 2 every Damage Phase
  • Location: (7B)



Misha
Gluttony Fist


Oversoul
❰ 600 / 600 ❱
❰ 3000 / 3000 ❱


Simple | Normal | Intelligent | Genius
Actions

Palm Strike:
A single well-placed palm thrust. A martial arts staple.
  • 1d100 on a single target. on rolls over
  • 75 causes a stack of Hitstun.
  • Range 1


Dragon Tail:
A 360-degree sweeping kick with the force of a mythical creature's mighty tail.
  • 1d50 on all in Misha's zone.
  • Rolls over 25 knockbacks all targets by 1 zone.
  • Range: All players within 1 ring.


????

????

????

| Bonus Actions

????

????

| Passives

Chain: May connect up to 3 specific sets of actions per turn.
  • SP 0 removes 1 chained action.
  • Misha can expend 1000 OP to perform a full 3 chain.
  • Forgetful: Misha has a 25% chance of forgetting to chain.

Evade and Counter: Roll a 1d2 when attacking Misha in the same or adjacent zone with any action based on d100s. If you attempt a failable action (sneak attack, counter, critical), Misha's retaliation gains a +25 bonus. Gives 1d100 retaliation damage and halves her damage taken.

Garden of Gluttony Deals +25 damage and mitigates 25 damage when standing on natural ground.
  • Misha gains a +5 to damage and mitigation for every entangled player on the map.
  • Misha can expend 500 OP to perform a free action and change 2 rings of zones around her to Hungry Land.
  • SP 0 removes her OP option.

P̸o̵s̴t̶p̸r̷a̴n̷d̴i̵a̸l̶ ̸S̷o̷m̴n̶o̸l̵e̶n̷c̷e̸: (?????) Misha is tired, forgetful, and passive...


  • HP and SP for this enemy count down.
  • Taunt; DC 300
  • Movement: 4 (????)
  • Location: 9I



Battle Map


5F7kxub.png


<The stage is cleared when 3 non-NPC characters reach a row 1 non-sky zone.>

Map Details

Giant Godshroom:
((Area)
All non-sky zones are considered Nature Zones.

Terrible Stench:
(Area)
A horrible odor permeates the area.
  • Those with an enhanced sense of smell suffer a -5 modifier on all rolls.
Sky:
(Area)
Impassible terrain for Normal and Sea movement types.
Difficult Terrain for Float movement types.
Warp movement types must have enough movement to bypass the zone.
Flying movement types treat this as normal terrain.
  • If you are not Flying and end up in this zone in the damage phase, you must make a Reflex save vs 50 to avoid falling to your death and make it to nearby ground. Reflex check DC is +50 for every zone you have to cross to get to land.
  • Special Rule: You can leap over sky zones if you have a remaining movement of 3. If not you must pass a Fitness check of 50. Failing puts you in the sky zone in the damage phase.

Aeromancy gains a +10 modifier.

Deadly Fungus:
(Danzer Zone) (Nature Zone)
Poisonous. and toxic in various ways.
  • Nature Magic +10 when used from or to this zone.
  • Take 10 flat damage + 1 stack of Lethal Poison when passing through or entering this zone.
  • Magia, Dissonance, and Undead are immune.

Godshroom Flesh:
((Nature Zone)
The fleshy yet rock-like paths are the only way to climb the monstrous Giant Godshroom.
  • Nature Magic +10 when used from or to this zone.

Scorching:
(Damage Zone) (Pyro Zone)
A dangerous fire zone from natural or natural sources.
  • Pyromancy gains a +10 modifier.
  • Allies take 10 flat damage every cycle when passing or ending their turn in this zone.
  • All enemies present take 10% MAX HP damage when passing or ending their turn in this zone.
  • Pyromancy users of A-S rank are immune to this damage.
  • Hydromancers can make a Hydromancy MR+WR check vs 75 to remove a Scorched zone within range.

Enigma Construct
(????)
Strange energy gathers here... but otherwise, it's a normal zone.


Prismatic Puzzle
(????)
Strange energy traps all in an endless journey...
  • This zone cannot be passed through, entered, or exited on this cycle.




✦✦

Myconid x3


2 200/200 SP
300/300 HP
4 200/200 SP
300/300 HP
5 200/200 SP
300/300 HP
At 0 SP this enemy becomes Vulnerable.
Shroom Punch
Deals 1d100 damage to a single target in the same or adjacent zone.
  • Pushes target back 1 zone.

Spores!:
Deals 5 retal damage to all in its zone whenever retal is triggered.
  • Inflicts 1 stack of Poison

Regrowth:
Regenerates 50 HP and SP every damage phase.
  • SP break disables this.

Hinderance:
You cannot pass through a zone with a Myconid in it.
  • SP break disables this.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Simple
  • Movement: 2 (Normal + Takes no damage from Toxic Zones
  • Location: (2: 7H), (4: 14E), (5: 6H, Mounted = Flying)


✦✦

Slave Moth x2


1 100/100 SP
222/222HP
2 100/100 SP
222/222HP
At 0 SP this enemy becomes Vulnerable.
Spore Spread:
Deals:8d4 damage to 1 zone within 1 ring of zones.
  • Inflicts 2 stacks of Poison
  • Inflicts 1 stack of .Hitstun.

Shroom Mount:
Can be picked up or mounted by Myconids.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Simple
  • Movement: 4 (Flying)
  • Location: (1: 6H), (2: 6B)


✦✦✦

Sporeguard x3


Prismatic Puzzle1 250/250 SP
500/500 HP
2 250 /250 SP
500/500 HP
3 250 /250 SP
500/500 HP
At 0 SP this enemy becomes Vulnerable.
Shroom Rush:
Deals 3d50 damage to a single target in the same or adjacent zone.
  • Pushes the target back 1 zone.
  • On Fortitude rolls under 20, inflicts Stun.

Spores!!!!!:
Deals 5 retal damage to all in its zone whenever retal is triggered.
  • Inflicts1 stacks of Poison
  • Inflicts 1 stack of .Hitstun.

Regrowth:
Regenerates 50 HP and SP every damage phase.
  • SP break disables this.

Hinderance:
You cannot pass through a zone with a Myconid in it.
  • SP break disables this.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Simple
  • Movement: 2 (Normal + Takes no damage from Toxic Zones)
  • Location: (1: 3F, 'Puzzled'), (2: 6B, Mounted = Flying), (3: 2E)

 
Last edited:

Vina Skysong

❮ Lyrical ❯
B
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Mastery
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Wolfy
Oversoul [4/10]
185 / 185

Neutral
-10 HP
from x2 Poison
+6 HP
from Regeneration (@Vina Skysong)
+5 HP from Infuse (@Vina Skysong)
-1 Condition from Dispel (@Vina Skysong)
-2 Conditions from Cure (@Vina Skysong)


The fiery redhead's reply to her inquiry made Vina blink, feeling both confused and rather intimidated by the caenis who clearly had no intention of playing nice. However, there also seemed to be something... off. It made the vixen rather worried, but at the same time she didn't think she'd be able to get close to the stranger without getting scorched by those flames she emanated without seemingly even trying.

Her thoughts were pulled back to her own situation as both Ruby and Fina joined her, making it clear that they didn't consider it likely for the myconids to step aside as they used their various combat moves to rip the one right in front of them apart. Their strikes, while successful in taking down the myconid, also caused its spores to fly everywhere, making Vina cough as the poisonous flakes entered her throat, making her feel dizzy before she shook her head.

Careful... their spores are poisonous!


Glancing back at their other friends she was worried by the presence of yet someone else. What stopped her from turning around and trying to regroup with them, as they'd stated before, was that the fiery redhead who also was trying to claim the God Spore was a lot faster than she'd expected. The vixen looked at @Harper, @Seigi Ling Ling, and Nin, then called out to them.

Will you guys be all right?


She figured that Seigi and Harper wouldn't mind showing off their ability to get themselves out of trouble, but Nin had already sounded rather unhappy before the current chaos had erupted, and she didn't seem like the kind of tough survivor the other two were.

Taking a deep breath she felt the poison enter her veins, but the nature energies flowing through her repaired the damage almost as quickly as it occurred.

Fina, Ruby, I know that we all want to help our friends, but if we want to get that God Spore we'll have to trust in their strength. Harper and Seigi can handle anything thrown at them, and I'm sure they can keep Nin safe as well. So the best we can do is move forward so they don't have to worry about our quest~


With each word another breeze whirled around them, for a moment at least blowing away the stench of rotting fungal flesh and blessing them with the cleansing scent of forest and sky instead. Once her short speech ended Vina hummed again, a soothing melody that combined all the winds she'd gathered and had them blow away the spores as well before running forward, the wind in her back as she made another leap. This time, however, she landed on one of Rettah's oddly shaped platforms, the playful vixen looking at the shape with some puzzlement.

Rolls

Movement: E5 (Inspire/Rush) → E3


(Passive) Dispel: All supportive actions cure 1 stack of curable ailments to the targets.

(Passive) Nature's Flow: All support actions are advantage used on allies standing in nature zones.

(Passive) Nature's Song: When in nature zones Inspire is a full zonal aoe.

(FA) Nature's Gift: When using Infuse, you can add a Boost or Cure effect without them being equipped (not both).

(FA) Regeneration
(2 + 2 + 2) = 6
Regenerate 6 HP.
Mend | Vina Skysong

(FA) Infuse
+15 HP
to your regeneration, [defense], or [support] action's target(s).
Mend | Vina Skysong

(FA) Cure
(4 + 2) = 6 conditions cured.
Vina Skysong

(BA) Rush
Double your total movement count this cycle.
Vina Skysong | 1957C2

Inspire
6d6 (1 + 4 + 3 + 2 + 5 + 4) = 19
+19 to checks, saves, buffs, or heals of all targets in the same zone
Harmonic Magic | Vina Skysong | 1957C2


Inspire
6d6 (5 + 4 + 1 + 1 + 2 + 6) = 19
+19 to checks, saves, buffs, or heals of all targets in the same zone
Harmonic Magic | Vina Skysong | 1957C2

Healing @Vina Skysong for 6 HP
Inspiring @Crimson Ruby for +19 to checks, saves, buffs, or heals
Inspiring @Fina Drago for +19 to checks, saves, buffs, or heals
Inspiring @Vina Skysong for +19 to checks, saves, buffs, or heals
Healing @Crimson Ruby for 5 HP
Healing @Fina Drago for 5 HP
Healing @Vina Skysong for 5 HP
Curing @Crimson Ruby of 3 Conditions
Curing @Fina Drago of 3 Conditions
Curing @Vina Skysong of 3 Conditions


N/A
Character Sheet
Oversoul Charges: 4/10 OP
 

Crimson Ruby

❮ Pathfinder ❯
B
NG+
Messages
841
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8,010
Mastery
3,595
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Chanlye
Oversoul [4/10]
Emotion [74/100]

230 / 230


+24 Emotion
+5 HP from @Vina Skysong!
2x
Poison (Cured by @Vina Skysong)
Vulnerable


When @Fina Drago finished off the Myconid, Ruby huffed satisfied, bracing herself for another path, nodding to Rettah's words while the girl charged in. "Good, gotta have at least some fun in the middle of that messy smell-" Her lips pursed, watching the prismatic obstacles forming a more secure path for them to face the myconids.

Her eyes trailed to @Vina Skysong, and a small smile crossed her lips. "You are right, they can handle it. Or well, at least they are beating some of these Myconids like punching bags." The other two seemed like very competent martial artists too, so she surely wouldn't need to worry.

"Hey! You guys gotta go fast, you can't win this race if you don't hurry up!" She called for @Harper and @Seigi Ling Ling, but she didn't waste the opportunity to peer at the other red haired beastfolk that was emblazing everything. (@Pandora*) "You too, or do you want to stay behind?" She challenged, facing forward and darting off to leap on the prismatic platforms.

As soon as she got in front of the Sporeguard, she rapidly slashed it in several diagonal directions, almost seeming to have several blades being swinged at once, with after images of her arm and her sword following slash by slash, until she threw one last swing that sent a powerful sonic wave, that came in the form of an invisible blade that sliced through the creature.

With the opening, she hoped Fina could hop in to finish the job.

Rolls


Movement: E5 > Leap > E3

(BA) Rush
Double your total movement count this cycle.
Crimson Ruby | 1957C2

(F) Ruby Resonance: Edge of an Emotion
+24 Emotion
Oversoul | Crimson Ruby | 1957C2

(F) Momentum
(12 * 5) = 60 bonus momentum damage
Dynamism | Crimson Ruby

(F) Sonic Edge
1d10 (6*3) = 30
Oversoul | Crimson Ruby | 1957C2

Multi Attack
1d100 (24) + 25 + 25 + 60 + 10 &
1d100 (7) + 25 + 25 [ ( + 60 + 10 ) * 0.5 ]
236 damage
You are Vulnerable.
Slash Weapons | Crimson Ruby | 1957C2


(P) Hope's Edge
Advantage roll to any offensive actions
Oversoul | Crimson Ruby | 1957C2

Multi Attack
1d100 (87) + 25 + 25 + 60 + 10 &
1d100 (17) + 25 + 25 [ ( + 60 + 10 ) * 0.5 ]
309 damage
You are Vulnerable.
Slash Weapons | Crimson Ruby | 1957C2

309 damage + 30 flat damage = 339 damage total on Sporeguard 3.


Sporeguard 3: 161/500 HP | 250/250 SP
Character Sheet
Oversoul Charges: 4/10 OP
 
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