Complete Private Side Story Giant Godshroom

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
Cycle 5:
Boss / Map / Mechanics




N.E.O. Infernal Monarch
Monarch Avatar


❰ 1000 / 1000 ❱
❰ 4000 / 4000 ❱

Simple | Normal | Intelligent | Genius
Actions

Monarch's Fist:
.The Lord of Myconid's terrifying fists shall destroy!
  • 3d100 on a single target.
  • Knocks targets back 3 zones.
  • Crits if any die is a nat 100.
  • Rolls over 200 cause Armor Break.
  • Range: 2
  • Save Difficulty: Hard. (Normal at max OP).

Lordly Tantrum: Multiple slams of a raging King's fists shall spread havoc!
  • 4d25 on all targets within 1 ring of zones and causes 1 stack of Hitstun. 1 additional stack for every nat 25 landed.
  • Save Difficulty: Normal.



| Bonus Actions

Roar of the Infernal King:
A resounding roar that demands obedience calls forth the children of the Great Monarch.
  • 20 Flat Damage to all targets within 3 rings of zones. Causes +5 damage to those with enhanced hearing traits.
  • Save Difficulty: N/A
  • Restores the Myconid Legion size by 100 HP per unit.

| Passives

Lordly Fortitude:
A body suited for a King.
  • Hinder actions are at disadvantage.
  • Burst-type actions are mitigated by 25.
  • Immune to displacement.
  • Regenerates 100 HP and SP every cycle.

N.E.O. Evolution:
##########





  • HP and SP for this enemy count down.
  • Taunt; DC 1000
  • Movement: 2 (Normal)
  • Actions: 2 every Damage Phase
  • Location: F3
  • This enemy becomes vulnerable if SP is broken.




Funi
Lunatic Princess


Oversoul
❰ 0 / 666 ❱
❰ 1000 / 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.
  • 2d60 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! [0/3]

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.
  • Current: +0

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.
  • Current: +0

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: C3
  • Unconscious and Super Vulnerable


Misha
VXIII: Gluttony Fist


Oversoul
❰ 600 / 600 ❱
❰ 2500 / 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.


Breakfast! Lunch! Dinner!:
A triple strike to tenderize one target properly!
  • 3d50
  • Causes 1 stack of Hitstun.
  • Range self or an adjacent zone.
  • Moves Misha into the target zone.

?????


?????


| 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.
  • 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: I4


?????????
N.E.O NEXUS: Darkstalker


❰ ???? / ???? ❱
❰ ?????? / ?????? ❱


Simple | Normal | Intelligent | Genius
Unique

Crimson Night Dominion:
A vampire? The bats... do many things that bats should not do...
  • Can control the Infinity de Bat panels freely.
  • Edge of Night: Attacks every ally and allied NPC that takes their turn. Every turn you must take make a save Fortitude or Reflex save vs 150 or take 30 flat damage by an endless swarm of bats.
  • ????
  • ????





  • HP and SP for this enemy count down.
  • Taunt; DC 2000
  • Movement: ??? (Flying)
  • Location: K1




Battle Map


CLQXNsd.png


<All members of Team 1 last cycle may start in any yellow-bordered zone.>
<The ground beneath Misha is weak.>
<The God Spore cannot be collected by allies unless the Monarch is SP Broken. Anyone who attempts to collect it will have their movement halved unless their OP is at max. ???? will react to anyone who carries the spore. Once collected, exit the map at the south and the stage is cleared. Alternatively, defeat the Monarch!>

Map Details

Infernal Godshroom:
((Area)
All non-sky zones are considered Infernal Zones.
  • Dark, Hemo, and Corrupt gain a +10 modifier.

Night 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.

Infinity de Bat:
(Area)
Impassable zone. You cannot pass or enter this zone.
  • Gives one instance of 25 damage to any adjacent allies. Does not stack.
  • If any attack attempt is made on ????? one additional Infinity de Bat zones will scatter around the map..

???? Zone:
(Unique)
The Darkstalker remains at ridiculously high altitudes and is surrounded by swarms of metamorphosing bats. Only flying or warping movement types may enter and warping will have to treat this as a Sky zone with a 100 DC.. You may expend half of your OP to enter this zone if your move is high enough for the sky terrain's 2 per cost.
  • Entering this zone will cause reactions.



✦✦✦

Monarch's Legion


1 200/200 SP
2000/1000 HP
2 200/200 SP
2000/2000 HP

At 0 SP this enemy becomes Vulnerable.
This is a Mob and each individual unit shares HP/SP.
Max OP characters deal 2x damage to this enemy.
Shroom Raid
Deals 1d200 damage to every ally on the map.
  • -10 to Shroom Raid rolls for each 100 damage taken.
  • Save Difficulty: Normal (Easy at max OP)

Spores!!!!!!!!!!:
Deals 10 retal damage to all in its zone whenever retal is triggered.
  • Inflicts 2 stacks of Poison

 
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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 [10/10]
167 / 185

Location: E6
-30 HP
from Edge of Night (?????????)
+12 HP from Regeneration (@Vina Skysong)


The respite they had from the flames and the fungi turned out to be a short one. Too short for them to act upon their plan to descend down to where their allies had fallen, too short to move onwards and retrieve that which they had come here for. Vina barely had time to register the sounds from down below, where Seigi was tearing into the myconids with a deranged fury, before the next actor joined the stage with a clear intent to steal it.

Truthfully the vixen was more concerned with the state of her allies than the God Spore or the enemies they supposedly had to fight, but this pointy-eared lass was so overflowing with flair and drama that it was difficult to ignore her. Even as the flames began to die and the moon rose to announce the arrival of the night Vina's azure eyes focused on the new figure standing ahead of all of them, seemingly unbothered with the chaos and mayhem that had been unleashed before, or even the infernal hellhound who was still surging forward in an unstoppable rage.

Anyone else getting the feeling that we should have asked more about what the God Spore really does before we started this quest?


The vampire's entrance was certainly spectacular, Vina tilting her head with some bemusement and concern as the female with the extremely distinct highlight in her hair began to... water the scorched fungal flesh with her own blood? A single person shouldn't have enough blood for that to make a difference with a mushroom this massive, ignoring all the other arguments against such a gardening method. However, before she could call out to the vampire and ask what she was doing (although she probably could just wait for the mysterious person to explain in excessive detail) Funi had an entirely different reaction to the latest competitor for the God Spore.

The... fight... between Funi and the stranger was a short one, which lasted for as long as it took for Funi's flames to die out and for the other person to do little but stay out of range. Vina's eyes widened as Funi fell to the ground, her body scorched if miraculously still whole.

That can't be good...


With myconids spawning everywhere Vina gripped her staff, her tail nervously swishing behind her as her ears went back and her expression grew tense. The sight of the female vampire slicing her way through the hordes as if they barely existed was even more concerning than Funi's fall: even the fiery caenis hadn't treated the mushroom men with such casual disregard.

And then the Giant Godshroom spawned its greatest and strongest defender yet, corrupted yet standing stall with a bat-filled sky as a backdrop.

On the bright side, it looks like Seigi and Nin are okay~!


Amidst everything else she did finally spot their two companions. While Nin had seen better days she was at least no longer unconscious, which gladdened Vina's heart before she turned to look at everything they had to deal with. Vampires, bats, giant mushroom monarchs, myconids... and Misha, of course. Eventually her gaze fell to the fallen Funi, the druidess humming a brief tune before looking towards her friends.

Can you get me to Funi? I know she's not part of our group, but I don't think it's safe to leave her like that.


Holding her staff horizontally she gripped both ends, then pushed them together with the wooden magic focus shrinking accordingly. Within moments the staff had turned into a flute, the playful vixen twirling the slender instrument between her fingers before winking and putting it to her lips.

But first, let's see if I can fix this place up a little~


With scorched flesh and bloodied fungi everywhere the Giant Godshroom was in a bad shape, so the best Vina could do right now was try to do something about that. Tapping the ground with one foot she began to play, the sound of her flute starting softly before growing stronger, picked up by the winds to spread far and wide, drowning out the endless rustling of bat wings and even the rumbling of the countless myconids standing ready to defend their monarch.


Her song carried the soul of the forest, of green life and ancient wilds beyond the reaches of men. Fitting for the Tangleweaves which spread endlessly in every direction around the Giant Godshroom. Slowly walking forward Vina's song would follow her, and from the vixen's own position the fungal flesh that had suffered much abuse would grow healthy once more. The same winds which carried the melody from Vina's flute also brought fresh air, pushing away the stench of burned and rotting fungi.

For her allies, her performance would also fill them with renewed vigour, the green song granting them the strength to climb the tallest trees and brave the swiftest rivers. Harper's primal might would be pushed to greater heights, the tiger given the raw power needed to give the biggest bears a run for their money. Ruby's sensitivity to melody would allow her to make full use of the melody's guidance, her blades sharpened by the winds as she danced.

For Fina Vina's magic would help push her forward, giving her a headstart in the race to meet their opponents and surpass them. Her steps would feel almost weightless, and as Vina's melody continued to make vigour flow forth from within she could create even more and better weapons without having to fear fatigue. The winds would make way for her nearly infinite arcane arsenal as well, making her weapons fly almost as effortlessly as her feet now carried her onwards with the wind in her back.

Rolls

Movement: E7 → E6


Save
1d100 (63) + 40 = 103 (Failure!)
Reflex | Vina Skysong | 1957C5

(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.

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

(FA) Boost
+2 extra movements
to an ally when you target them with an action.
Vina Skysong

(FA) Gust Manipulation: Move any one ally within range 1 zone in any direction.

(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

(FA) Regeneration
(5 + 4 + 3) = 12
Regenerate 12 HP.
Mend | Vina Skysong

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

AoE Buff
1d100 (8) + [30] + 25 + 20 + 25 + 20 = 128 / 3
+43 extra damage to 3 targets for 1 attack
AoE | Harmonic Magic | Vina Skysong | 1957C5


AoE Buff
1d100 (54) + [30] + 25 + 20 + 25 + 20 = 174 / 3
+58 extra damage to 3 targets for 1 attack
AoE | Harmonic Magic | Vina Skysong | 1957C5

Healing @Vina Skysong for 12 HP
Buffing @Crimson Ruby for 58 extra damage for 1 attack
Buffing @Fina Drago for 58 extra damage for 1 attack
Buffing @Harper for 58 extra damage for 1 attack
Healing @Crimson Ruby for 5 HP
Healing @Fina Drago for 5 HP
Healing @Harper for 5 HP
Curing @Crimson Ruby of 1 Condition
Curing @Fina Drago of 1 Condition
Curing @Harper of 1 Condition
Boosting @Fina Drago for 2 Movement
Repositioning @Fina Drago from E7 to E6
Applying Nature Field to the map


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

B
Messages
240
Gold
0
Mastery
0
Valor
23
Event
0
Special
0
Oversoul [5/10]
155 / 175



Wild Heart stacks: 2
-10 from Legion Retal
-10 from Poison x2
+58 buff from Vina
+25 buff from Nin


Well, now she was angry at both the place she was in and at Rettah's retort. What a day for our resident tiger girl.

Well, even if the heat itself hadn't died down, the break allowed her to relax enough so she felt at least a bit more comfortable standing on her own two feet, also helped by the care of her vixen friend. She had to be careful though: If she let her blood cool down too much, she might be caught by surprise as she gets back into full gear. Which, unfortunately, straight up did happen as a what she could only call a brat in a halloween costume suddenly barged into the fray, spraying blood everywhere.

This was the third weirdo today. Just what even was this God Spore good for to warrant this kind of crazy race for it?!

Perking up her ears at @Vina Skysong questioning about the God Spore, the tigress would let out a chuckle as she put a hand on her hip. "Yeah, with how many people are after it, you'd think its the newest miracle cure for Dissonance or something." Whatever they were getting paid, it was definitely not enough. But before they could even start to think about proper compensation, they actually needed to get the job done. At least @Seigi Ling Ling and Nin seemed to have gotten by just fine, even if they were a bit isolated from the others.

And thankfully, it seemed like the weirdos themselves started to weed themselves out, with Funi coming back to her regular, albeit well-done form and being seemingly out of commission. Unfortunately, as if a pro-wrestling tag-team of legends, the myconids from before quickly picked up the hellcat's slack, alongside the surging of one big, big, big goddamn mushroom. "No rest for the righteous... And just about when I was getting used to breathing fresh air too..."

At least she and Rettah could meet in the middle in agreeing that the bat-girl gloating above them could very much go shove it. "And unfortunately, you won't get to control him very long, 'cause I'm making him into mushroom soup!" Her head would jerk towards Misha (@Pandora* ) "And no, you can't have any!" With a properly defiant statement, she would start to make her way towards the Monarch... Before promptly stopping on her tracks and turning back towards her white-haired friend with an look of absolute incredulity.

"...Are you really that willing to dive into their backlines for a girl that tried to kill us 10 minutes ago?" She turned back towards the fallen Funi, before her shoulders dropped down with a defeated sigh. "I guess she is going to get killed in the crossfire if we don't do something. But you owe me one." With that said, she made the jump towards the mass of Myconids, her tough-as-leather fur and ironclad muscles keeping the bats from doing much harm.

The nearest one got immediately grabbed and holstered up in the air, Harper keeping it away from her at the moment to try and avoid most of the spores as she walked back slightly towards the edge, trying to lure the rest of them closer together.

Her father wasn't a quarterbacker, but he knew his way around a football enough to teach Nicole a thing or two. And with an absolute cannon for an arm, she was damn sure she could make her pops proud. "Alright boys, time to CATCH!" And with a potent throw that would make any scout swoon, she sent the myconid flying back towards its comrades, causing a mass reaction and sending each one tumbling down. The beastkin pumped her fists and jumped into the air with hype. "AND that's a 15-yarder from Fairbanks! WOO! WOO! Yeah yeah!!"

This "celebration" would last for a bit until Harper snapped out of it, slapping herself in the face cheeks twice before turning to the group. "Come on, they aren't staying down forever!"






Rolls

Movement: E7 -> C5

-(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.
(BA) Ultra Disruptive
Disruptive damage doubled.
Deal 60 SP damage in addition to your attacks' damage.

Harper

Hinder
1d100 (62) + [15] + 15 + 15 + 10 + 11 + 58 = 186
186 SP damage

Guard Arts | Harper | 1957C4 | We making shroom soup.

186 + 10 flat + 60 flat = 256 Total SP Damage.

Save

1d100 (88) + 55 = 143

Fortitude | Harper | 1957C5 | S-Side Chesto?

With Enhance (1OP), +10 to the save for 153.


Monarch's Legion 1: 2000/2000 HP, 0/200 SP
Character Sheet
Oversoul Charges: 5/10 OP

 
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Fina Drago

Magia
B
NG+
Messages
542
Gold
2,290
Mastery
1,305
Valor
31
Event
0
Special
0
OOC
BlancBlack
‎ ‎ Oversoul [10/10]
190 / 210



Damage
-20 HP ‎‎|‎ ‎ -10 from Spores!!!!!!!!!!
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎|‎ ‎ -10 from Poison
Status
‎ Playsheet
‎‎ ‎ Vulnerable
‎ ‎ ‎ 2x Poison



As the day came to a close, giving way to the slowly arriving night, Fina's mood only worsened. It seemed to happen often, negative emotions clawing their way up once the sunlight's aid was erased. The choice of her allies, namely Rettah, did not exactly help, either. The same went for their adversaries, who seemed to be getting more and more ridiculous by the moment. More troublesome as well... her golden eyes observed the vampire and her theatrics for a while before they snapped to the large branches to their side, where Funi ended up. Given her prior actions, Fina actually felt some sympathy for her. A strong, burning desire to outshine others and show that you can be a star as well.

But as Vina officially suggested saving the flaming caenis, all thoughts of doing just that left Fina's mind. She was hardly one capable of rescuing anyone, after all. To have a healer of the group and the speedster of the group... yes, Fina was nothing but the senseless mass of power in this scenario. Although, there was another one in the party who seemed to play that role and clearly enjoyed it greatly.

Following right after the tiger girl, the feline had decided that the best she could possibly do in this situation was to clear the way. While the Monarch clearly presented a problem for them all, rescuing someone always came first. And not just because there was strength in numbers. Although there was a certain bitterness staining her heart whenever she thought about how she was just the 'brute force' one again, instead of playing the hero. Still, she moved on. Mid-leap, countless sparkling specs of purple dust were left behind.

After a moment, she landed on top of a myconid right next to Harper, one blade in each hand that cleaved the shroom into three clean pieces. The two girls practically ignored each other until now... given how familiar the tiger was with Vina, she could only assume that there was a thing going on between them. It was Vina, after all. Raising one hand into the air and then clenching it, the purple sparkles up above suddenly started transforming into countless spears, long and thin, almost like needles. Without another word, they began raining down, each myconid pierced by a barrage of arcane weaponry. It didn't even take that long for there to be none left. "I think they will be staying down forever." She offered Harper one fairly tired look before she glanced toward Funi. It was... peeving, the fact that she seemed to do much better whenever negative emotions allowed her to let go of her overly cautious nature.

Rolls

Movement: E7 → C5 (Jump + Actions)

Oversoul Action
Arcana Arm: Give yourself a stack of Arcana Surplus.
Arcana Surplus stacks: [5]
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

5d25 (20 + 3 + 18 + 19 + 4) = 64
Fina Drago | Arcana Surplus


Multi Attack
1d100 (88) + 25 + 25 + 64 + 58 &
1d100 (78) + 25 + 25 [ ( + 64 + 58 ) * 0.5 ]
449 damage
You are Vulnerable.
Pierce Weapons | Fina Drago | 1957C5
(2 for vulnerable / 2 for full OP / 2 for circumstantial AoE potential) 449 *6 for a total of 2694 damage


Monarch's Legion 1: 0/2000 HP, 0/200 SP
Oversoul Charges: 10/10 OP
 

Crimson Ruby

❮ Pathfinder ❯
B
NG+
Messages
841
Gold
8,010
Mastery
3,595
Valor
0
Event
0
Special
0
Chanlye
Oversoul [10/10]
Emotion [99/100]

205 / 230


[0/1] Buff +58 from @Vina Skysong
-30 Flat Damage
from Edge of Night
+5 HP
from @Vina Skysong


"So that's your deal?" Ruby retorted to Rettah's words. "To think I would hear 'balance' coming from you. But... I understand what you mean. Let's be very balanced through the rest of this thing-"

And it didn't take long for them to reach where they needed, and to find the supposed God Spore. Of course, things were as smelly as ever... And as loud as ever, with Ruby sharing the annoyance her fellow Whistle was feeling, rolling her eyes and shaking her head at the whole speech of the girl, simply taking a glance around, and blinking when noticing her @Seigi Ling Ling, Nin and Misha appearing from the side.

"Oh, they are safe!" Her shoulders relaxed a bit more, perhaps even more than she expected it would. Since when she was such a worrywart for strangers? Well, apparently not as much as @Vina Skysong, who wished to save Funi, someone she didn't notice that was there until the silver vixen had pointed out.

Ruby's lips pursed in concern, but it didn't stop her from giving a more playful response to the vixen.
"Always wanting to save a red haired baddie, don't you? Am I not enough?" She tilted her head, twitching an ear, bracing herself while @Harper's advanced with a devasting disruption, followed by @Fina Drago's finisher, that wiped out half of the legion of fungi that were their sole obstacle.

"Nice job, girls. Cat girls just rules." She half smirked, casting a glance at Vina. "As for you-"

She quickly rushed, snatching Vina off the ground in a bridal carry and darting off toward the edge of the night sky, leaping to the air and trying to cover Vina from the swarm of bats as they flew and landed on the ground with her knees bending as she rotated while letting Vina's legs go from one of her arms, smoothly placing Vina on her feet and gently pushing her back up so she would stand straight, while straightening her stance as she drew her blade with her free hand, all while her tails counter acted her center of balance.

"Make sure to save her... Now, let's get a bit more of eye candies on the field-"

With her blade drawed, she mimicked Fina's movements for a second, soon making ghostly clones of the silver cat to merge out of her, copying her movements to confuse the enemies, while Ruby rolled closer to Funi while brute forcing through the bats, standing in front of the fellow red-haired form and keeping her blade in front of her, sharply flourishing her sword to try to deflect as many bats as possible, both from her and Funi.

"Come on, Monarch. Bat Girl. Let's dance~" Her eyes narrowed as she braced herself, with part of her attention being on her enemies and Funi, while the other part called back a certain someone...

'Your big sis better not cause us any trouble after doing all of this for her.'

She sent, or tried to, a message to the strange voice in her mind that @Vina Skysong was speaking to. She wasn't sure if she would actually help with anything, but she could hope for the best.

Rolls


(BA) Carry
Pick up an ally from any Zone you move and drop them any Zone you move afterwards. Picking up Vina.
Oversoul | Crimson Ruby | 1957C5

(F) Ripple Edge
+1 range to all offensive or defensive actions.
Oversoul | Crimson Ruby | 1957C5

Protect
1d100 (14) + 25 + 25 + 30 + 58 = 152
152 damage (Flavor is attacking the bats from the Edge of Night)
Give @Fina Drago the Protected State
Illusion Magic | Crimson Ruby | 1957C5

Save
1d100 (37) + 25 + 10 = 72
Reflex | Crimson Ruby | 1957C5

Movement: E7 (Act) > E6 (Pick up Vina) > D5 (Jumping) > C4 (Drop Vina) > C3


Character Sheet
Oversoul Charges: 10/10 OP
 
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Seigi Ling Ling

❮ Dissonant Exterminator ❯
H
Messages
123
Gold
0
Mastery
0
Valor
26
Event
0
Special
0
Oversoul [10/10]
222 / 255


-29 HP Corruption


Seigi wasn't sure how exactly they made it, but eventually, the two girls made it. Arriving at what could be described as the climax of this adventure, it seemed just as chaotic as their battles before. There were seemingly way too many factions all wanting the same. And this noisy girl she probably hadn't encountered before was just talking way too much! She sure could count herself lucky that Seigi had calmed down.

Sighing, Seigi tilted her head to the left. "Hey guys, uh, girls! Glad to see you all doing well!" It was at that moment she realized their party was lacking any males! Not that it mattered. "Guess the only way's forward, huh?"

Seigi eyed Misha worriedly, before addressing Nin. "Don't let yourself get kidnapped again, you hear me?!" With these words, she rushed into the mass of mushrooms. By now way too sick of them she passed their vanguard by simply jumping over them and landing amid the mushroom masses, unleashing a shockwave that obliterated around half of their troops and the ground below them - also targeting Misha.

"Tzch..." Exhaustion from her encounter before was settling in! That had to be it! Well, after racking up a big score earlier, Seigi was positive she had already won in her competition with @Harper!

Rolls

Movement: J8 → J5 (Actions)

Oversoul:
1d4 (1) = 1
Optimistic Initative | Seigi | 1957C5

1d100 (14) = 14
Twilgiht Drift | Seigi | 1957C5| Disadvantage 1

1d3 (2) = 2
Seigi | Camaraderie | 1957C5

Nothing happened...

Bonus/Free Action:
(P) Corruption
(7 + 19 + 3) = 29
+29 to attacks, heals, or buffs. +15 to checks.
Corruption advances, lose 29 HP...
Corrupt | Seigi Ling Ling | 1957C5

(BA) Area Effect
3d20 (3 + 16 + 19) = 38 splash damage
Seigi Ling Ling | 1957C5

*2=76

Main Action:
Critical Attack

2d100 (Advantage) (12, 14) + [40] + 25 + 25 + 25 + 10 + 20 + 29 = 188
188 damage
You are Vulnerable.
*2(Oversoul)*2(AoE focused)=752
+76
=828 against shrooms

Martial Arts | Seigi Ling Ling | 1957C5


Monarch's Legion 2: 1172/2000 HP, 200/200 SP
Character Sheet
Oversoul Charges: 10/10 OP
 
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Cycle 5
Cycle End Summary: NPC, Damage, and Oversoul Accumulation


NPC Phase


Rettah Dam changed 1 zones into an Enigma Construct and attacked the Monarch's Legion 2.
Nin: Is present and attempting to stay away from danger.


Cycle 2 Damage Phase


Highest Threat: @Fina Drago

Shroom Raid
The party and Rettah take 28 HP damage.

Each party member may make a Fortitude or Reflex save to reduce damage (if vuln, take 2x damage listed below):

< Nat100 = 0 | 75 = 14 | 30 = 21 | 10 = 25 | Nat1= 56 >


Monarch's Fist x 2
@Fina Drago takes 128 + 99 HP damage.
Fina may make a Fortitude or Reflex save to reduce damage (if vuln, take 2x damage listed below):

< Nat100 = 0 | 100 = 64 | 50 = 96 | 25 = 115 | Nat1= 256 >

Now do it again...
< Nat100 = 0 | 100 = 50 | 50 = 74 | 25 = 89 | Nat1= 198 >



Oversoul Growth
@Vina Skysong : 1 support, 1 tag = 2 OP
@Crimson Ruby: 1 attack, 1 tag = 2 OP
@Fina Drago: 1 attack, 1 kill, 1 tag, 1 attacked = 4 OP
@Seigi Ling Ling: 1 attack, 1 tag, Removed Misha 1 = 3 OP
@Harper: -1 Enhance | 1 tag, 1 attack = 1 OP








Giant Godshroom

C6: Chaos Night 2


"And unfortunately, you won't get to control him very long, 'cause I'm making him into mushroom soup! ...and no, you can't have any!"


"...what? I can barely hear you even with my superior hearing capabilities! Are you meowing at me kitty cat? this is why I'm a vampire and not a silly furry like Marisa~."


"Huh? No soup? I want soup! Or I wil-"


Suddenly the ground gives up from under Misha and the word EAAAAAAAAATTTTTTTT echoes as she falls. Any attempt to grasp onto nearby paths of fungi was denied by bats that followed suit to knock her out of the 'race' at hand.

The Myconid forces were thinning but just as Fina thought she may have destroyed them all. Their mushroom heads started to peak out of the flesh ground once again, summoned by the Monarch's roar.

They were dedicated to not allowing these nonshrooms to acquire their king's spore.

"To think I would hear 'balance' coming from you. But... I understand what you mean. Let's be very balanced through the rest of this thing-"


"I doubt it will be for long Gem Cat! Alright, I can't let that flying rat make me look bad. Auntie always said I was her favorite. I'm going to wreck you all!"


Rettah unleashed her steel whip on the eastern encroaching legion.
She glanced at Nin and Seigi.

"Pfft, that's all that Rosey can do? Don't ever say I'm a bad sister Ninny, heh. Mum had taste!"


Clawed hands dug into the fleshy ground as Funi groaned, pulling herself up onto all fours.

"...grrrr. Owwwww it hurrrts! I hate, I HATE OUTWORRRLDERRS SO MUCH!"


Her face was contorted with rage as she looked up from the ground to see...

They were keeping her from getting attacked? Wait.. no! Not help from MORE OUTWORLDERS! Especially the ones that come from that kingdom built on the corpse of her sister!

"No.. no... why? This is such ... a.. such a..."


Getting up, she ignored her burns. After all, it was just a little heat for the Lunatic of Hellfire. It was nothing!!!!1

"You all arrre so weak." (grabs her arm and twitches more than before the injection. The veins were severely inflamed.) You arren't supposed to help a fallen warrrrrriorr... I... I wasn't even dead yet! I don't need yourr help!"


She spit and although it didn't burn as much as earlier today, it still brought up smoke from where it hit. Her thoughts went to all the groups she mingled with to eventually get what she wanted and her thoughts were interrupted by the voice from above.

"You didn't stay down? Hey, furry gang and Raythean princess? Why not knock her off the Godshroom too? I'll be sure to help keep her falling just like the other failure. It's not like you have hope anyway~!"


With a nod of her head, the bats took formation around the spot. creating a black fluttering mass of death. Many of the bats fused their wings together with each other and spun in clockwise or counter-clockwise circles around the spore.

Funi turned to look up at the distant figure in the bat-filled skies.

"GRRRRR! if You'rrrre so great as you say why was I sent herrre?!"


"...cough..what do you know? I have more than you could hope for. You don't know shit. I don't need to hear that kind of insinuation from you. NPC♥."


The vampire folded her arms under the cap and gave a short huff.


R̴͈͖̘͎̝̖̎͒R̷̫͓̰̲̞̼̖̠̟͉͉̂̍͌͗̒̽̋̅R̵̥̈́̎̃͆͘R̴̦̰̠̅͒͑̌́A̴̛͍̰̮̪͉̘̥̞̗͂̿̈́͗͊̈́̓̆Ạ̷̛̺̹̯͎̓͠Ä̴̫̺̯́A̵̧̛̯͍̻̪͌͌̐͛A̷̙̋̃Ą̶̧̤͙̗̤̙͎̫̘͒̓̏̑̽Ą̵̥͔̘̌̌̓̇͝W̵̯̜̦̋͋̏̏̕Ǵ̴̣̻̮̱̎G̵͕͔̘̊G̶̤̩̺̓̐͒G̶̡̫̜̅̑͂̿̊͠G̴̱͓̀̀̈́̉̕͜͠Ǵ̷̡̬̦̖̲̑̀̅̾͗͆̚͘͜͝H̶̨̧̗̻̩͛̒͗͐̚ͅH̸̱͇̟̥̭̠͒̆̐̉̓H̴̭̞̬́͒̌̉͗͘H̶̠͕̾͠͠Ḩ̶̹̿̋̔̕H̸̟̘̻͕̒͊̆́͂̍̊̕!̵͉̖̰̪̖̙͂̏͠!̵͇̩̠͖̤͓̪̍͛̇̎́̽̊͋́̏͛̽͜!̵͖͉̥͚͇̍̆͑͝ͅ!̷̧̹̑̃͐1



The Monarch had enough of silly banter and pulled back his mighty fist. His treestump arms bulged and grew in size to be even greater, as he pulled back to swing forward at the petty beastfolk that slayed so many of his children. Her corpse would work as adequate nourishment for their return.

His fist shot forward, the massive arm stretching out to max length. Now... if these intruders thought that the monarch who held the title of Godshroom was a fool and would just not know what to do due to their feeble attempts to escape him... they were wrong. As his fist pulled back, his other fist wound up, and with a twist of his body, the ground, which throbbed with the same life as he, trembled from his heavy movements. He unleashed another fist upon the woman he had chosen to become food for the fungi.

"Watch out!"


Funi looked at the Fungi King, the bat above, the group that kept her alive, the green-haired spectacle girl that shouted so helplessly from afar. She snarled but in an ever so slightly less hostile way. As if she had come to terms with this particular situation... Her rage did not surpass her judgment at least for now...

"You don't get in my way. The strrrrong surrrrvive. You won't outlast me."


The Monarch suddenly started to convulse and pull at bits of himself, as if trying to tear off his own skin. This was met with a frown and raised brow from the Darkstalker.

"So quickly? That technique was supposed to last longer. Eehehehe oh well, I will just have to end this quick then... "



Funi has joined the party!



0h1g4P1.jpg


 
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PLAYER SECTION





  • Great Godshroom
    C6:: Chaos Night 2


    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 1000 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: 1957C6

    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 6: Situationals

    • Tips: Deal with the monarch, and get the spore asap!

    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: Defeat the N.E.O. Infernal Monarch
    • 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]




  • 193.jpg
    Explorers League | Pathfinder | Character Sheet
    Crimson Ruby
    Oversoul [10/10
    Emotion 99/100
    Health [205/230]
    Status
    Ripple Edge: +1 range to all offensive or defensive actions.
    Debuffs
    Misc
    Location: C3

    | 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



    qMG0ABe.png
    Unaffilated | Untitled | Character Sheet
    Fina Drago
    Oversoul 10/10]
    Health [190/210]

    Status
    Arcana Surplus: stacks: [5]
    Inspired: +19 to checks, saves, buffs, or heals (1/1)
    Debuffs
    Misc
    Location: A6

    | 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.
      • Maximum stacks are 5.


    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 10/10]
    Health [167/185]

    Status
    Buffs
    Debuffs
    Misc
    Location: C4

    | 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




    316.jpg
    Unaffilated | Untitled | Character Sheet
    Harper
    Oversoul [06/10]
    Health [155/175]

    Status
    Wild Heart stacks: 2
    Poison x1: -5 HP per turn. At 5 stacks converts to Lethal Poison.
    Misc
    Location: C5

    | 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 [10/10]
    Health [222/255]

    Status
    Buffs
    Debuffs
    Misc
    Location: J5

    | 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.

    B2iFlqc.jpg
    Unaffiliated | Lunatic Princess
    Funi
    Health [Enduring]

    Status
    Buffs
    Debuffs
    Misc
    Location: C3
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable


    | Abilities
    Searing X Claw:
    .A swift double-striking attack with claws that can turn rock to magma.
    • 2d120 on a single target.
    • Crits if either die is over 100.

    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.
    • 2d120 to one or divided into two zones.
    • Turns the targeted zone into a Wildfire zone that expands by 1 ring in the next cycle.
    • Range: 2.

    Satar's Flame:
    Applies Satar's Flame to self.
    Hellfire! [ 0 / 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 40 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.

    Rending Hot Wheel:
    Funi tears through targets in a rolling flame then leaps up and comes down into a blazing double claw attack.
    • 2d160 on target and 60 flat splash damage on all enemies in the linear path.
    • Range: 4 linear.

    Hellfang Inferno:
    Kicks the target in the air with multiple claw flips then shoots into them with both hands and body straight like a torpedo driving them into the ground in a blaze of fire.
    • 12d30 and 60 flat splash damage to enemies in the landing zone.
    • Landing zone becomes Scorched.
    • Range: 1 (lands up to 3 zones away.)


    Lunatic Rampage:
    The relentlessly growing bloodlust of the most feral of Caenis.
    • Every cycle adds 20 to all non-splash damage dealt. After This effect stacks until the battle ends. At 3 stacks gain move +2.
    +0


    Vendetta:
    Searing is the vengeful wrath of the Lunatic Princess!
    • Deals 25 retal when Funi is attacked within 1 ring of zones. Retal +10 every time this is triggered.
    +0


    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.
    • ??????

    | Extra
    Style: DPS/Lunatic Red*
    Armor Skill: Twice
    Morale: Poor


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

    Status
    Buffs
    Debuffs
    Narrative Actions only. Can still be targeted by certain enemies or situations.
    Location: G6
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable


    | Abilities
    Currently unavailable.

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


    RAnZhLf.png
    MIagical Institute of Theory | Mathematician❯
    Nin
    Health [Unwell]

    Status
    Buffs
    Debuffs
    Narrative Actions only. Can still be targeted by certain enemies or situations.
    Location: J8
    Protected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable


    | Abilities
    Currently Unavailable.


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

 

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
Cycle 6:
Boss / Map / Mechanics




N.E.O. Infernal Monarch
Monarch Avatar


❰ 1000 / 1000 ❱
❰ 4000 / 4000 ❱

Simple | Normal | Intelligent | Genius
Actions

Monarch's Fist:
.The Lord of Myconid's terrifying fists shall destroy!
  • 3d100 on a single target.
  • Knocks targets back 3 zones.
  • Crits if any die is a nat 100.
  • Rolls over 200 cause Armor Break.
  • Range: 2
  • Save Difficulty: Hard. (Normal at max OP).

Lordly Tantrum: Multiple slams of a raging King's fists shall spread havoc!
  • 4d25 on all targets within 1 ring of zones and causes 1 stack of Hitstun. 1 additional stack for every nat 25 landed.
  • Save Difficulty: Normal.



| Bonus Actions

Roar of the Infernal King:
A resounding roar that demands obedience calls forth the children of the Great Monarch.
  • 20 Flat Damage to all targets within 3 rings of zones. Causes +5 damage to those with enhanced hearing traits.
  • Save Difficulty: N/A
  • Restores the Myconid Legion size by 100 HP per unit.

| Passives

Lordly Fortitude:
A body suited for a King.
  • Hinder actions are at disadvantage.
  • Burst-type actions are mitigated by 25.
  • Immune to displacement.
  • Regenerates 100 HP and SP every cycle.

N.E.O. Evolution:
##########





  • HP and SP for this enemy count down.
  • Taunt; DC 1000
  • Movement: 2 (Normal)
  • Actions: 2 every Damage Phase
  • Location: E4
  • This enemy becomes vulnerable if SP is broken.




?????????
N.E.O NEXUS: Darkstalker


❰ ???? / ???? ❱
❰ ?????? / ?????? ❱


Simple | Normal | Intelligent | Genius
Unique

Crimson Night Dominion:
A vampire? The bats... do many things that bats should not do...
  • Can control the Infinity de Bat panels freely.
  • Edge of Night: Attacks every ally and allied NPC that takes their turn. Every turn you must take make a save Fortitude or Reflex save vs 150 or take 30 flat damage by an endless swarm of bats.
  • ????
  • ????





  • HP and SP for this enemy count down.
  • Taunt; DC 2000
  • Movement: ??? (Flying)
  • Location: IK1




Battle Map


5yOfWeS.png


<The God Spore can be collected without breaking the Monarch at THIS time. Anyone who attempts to collect it will have their movement halved unless their OP is at max. ???? will react to anyone who carries the spore. Once collected, exit the map at the south end (yellow zones) and the stage is cleared. Alternatively, defeat the Monarch!>

Map Details

Infernal Godshroom:
((Area)
All non-sky zones are considered Infernal Zones.
  • Dark, Hemo, and Corrupt gain a +10 modifier.

Night 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.

Infinity de Bat:
(Area)
Impassable zone. You cannot pass or enter this zone.
  • Gives one instance of 25 damage to any adjacent allies. Does not stack.
  • If any attack attempt is made on ????? one additional Infinity de Bat zones will scatter around the map..
  • You must break through the bats to reach the God Spore before ????? snatches it up. To force entry, roll up to 2 masteries (take MR from both masteries) for a mastery check vs DC 100. success and you pass through the zone taking 30 flat damage. fail and you end up in the zone and take 100 flat damage + Immobile. You must do this for every Infinity de Bat zone you try to cross. The 3 zones directly in front of the spore do not count as sky zones, but the rest do.

???? Zone:
(Unique)
The Darkstalker remains at ridiculously high altitudes and is surrounded by swarms of metamorphosing bats. Only flying or warping movement types may enter and warping will have to treat this as a Sky zone with a 100 DC.. You may expend half of your OP to enter this zone if your move is high enough for the sky terrain's 2 per cost.
  • Entering this zone will cause reactions.


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


Nature Field
All zones are Nature zones.
  • +20 to all Nature Magic mastery rolls.
  • Can be replaced with another Field type ability.


✦✦✦

Monarch's Legion


1 200/200 SP
100/2000 HP
2 200/200 SP
590/2000 HP

At 0 SP this enemy becomes Vulnerable.
This is a Mob and each individual unit shares HP/SP.
Max OP characters deal 2x damage to this enemy.

Shroom Raid
Deals 1d200 damage to every ally on the map.
  • -10 to Shroom Raid rolls for each 100 damage taken.
  • Save Difficulty: Normal (Easy at max OP)

Spores!!!!!!!!!!:
Deals 10 retal damage to all in its zone whenever retal is triggered.
  • Inflicts 2 stacks of Poison

 

Harper

B
Messages
240
Gold
0
Mastery
0
Valor
23
Event
0
Special
0
Oversoul [6/10]
92 / 175



Wild Heart stacks: 2
-5 from Poison x1
-14*2 from Shroom Raid
-30 flat from Bats
VULNERABLE


"Yeah yeah, you got them good, hmph..."


The tigress let out a small pout at @Fina Drago 's witty remark as she cleaved through the shrooms, the beastkin quickly started to realize that she might not be able to catch up in regards to their little competition, much to her despair. Worst of all, it hadn't even been close! While she bagged the odd one here and there, her partners were cleaving them by the masses, and god knows that even if Harper herself wasn't keep track of the raw numbers, it was easy to see that there weren't enough of them left for her to make up the deficit.

And its not like she could just go and wait for more to grow, they had a job to do!

It didn't help matters at all that the bat lady behind all of this clearly didn't have a lick of respect for the judoka, even calling her that dreaded word that made every strand of fur in Harper's frame stand up in rage and a low growl to build up in her throat, so much that she couldn't even find the time to get some satisfaction at Misha getting the short end of the stick. Speaking of enemies, it seemed like Funi had woken up, but Harper barely even shot a glance at her direction as her gaze fixated on the enemy that taunted them from above, before roaring out in their direction (@Pandora* ).


"You uppity, blood-sucking BAT-BRAT! WHO THE HECK DO YOU THINK I AM?!?!"


She stomped on the ground hard enough to leave a small impact crater, gritting her fangs at both the Darkstalker and the monarch. She had clearly not made a good showing of her abilities thus far, with the monarch even clearly electing to prioritize thoses it deemed a larger threat, to Fina's misfortune.

Thus far, it was clear that in their eyes she was no more than another member of the rabble.


She would change that.

Jumping over the chasm separating her from the pair, she would land in front of the Monarch. Raising her hand, she would clench her fist tight as the muscles on her arm started to bulge and pulsate as they contracted, soon enough even allowing some veins on her arm to be visible through even her fur. Looking up to stare the Monarch down, she would match his threatening gaze with a determined look of her own.

"Two can play the big goddamn punch game, you overgrown fungus! I just happen to play it a lot better than most things, including you! Now, BAT-BRAT!"


Her neck turned to stare down the Darkstalker, flaring a smirk at her as the muscles in the arm above her head reached maximum stress.

"After all that good trash you talked from up there, you wouldn't happen to chicken out and make your precious shroom-man dodge this meager punch from an insignificant kitty... WOULD YOU?!?!"


And with a last taunt roared out, her fist would fall to her side for a brief moment, before her whole body shifted and turned to carry her fist towards the Monarch's midsection, the strike landing with a deafening thud as the beast was lifted into the air a few inches upon her punch landing, her fist being straight up buried into the beast's body at this point.

She wouldn't give the Monarch any time to get his breath back, however, quickly and forcefully ripping her hand free and making whatever innards were in the way outtards. She was far from done, however.

Infact, she was of mind to trying something she had been practicing.

Judo, in modernity, was a martial art for self-defense, sport, and self-betterment. Not killing. And while her strength could often lead to that result in Terrasphere, the throws necessarily weren't meant to cause grievous bodily harm. But nothing that a idle mind and a few technique tweaks couldn't fix.

Grabbing one of the beast's arms, she would use her right leg to kick the thing in the gut, sending it upwards into the air. Its ascent would be cut short by the hold Harper kept however, before another hand of hers grabbed that same arm as she turned her back towards the beast, getting in position for a classic Ippon Seoi Nage. As she swung him overhead with all her might, however...

"Harper Style: HEAVENLY PILLAR!!!!!"


She would swing her own body much more towards the ground, as well as releasing the arm mid-swing, turning a slam onto one's back into a gnarly spike in a almost 90-degree angle on top of one's neck and spine, shaking the ground beneath the both of them upon impact.

As for the name... She saw a bunch of people scream out similar stuff back at Vintergard, so why not? It sounded cool in her ears, at least.













Rolls

Movement: C5 -> E5

Save
1d100 (41) + 55 = 96

Fortitude | Harper | 1957C6 | Shroom Raid save
Save
1d100 (66) + 55 = 121

Fortitude | Harper | 1957C6 | Bad Bats Bad
Sharp
1d100 (59) + 50 + 23 + 10 = 142
142 damage

Crush Weapons | Harper | 1957C6 | This can be really cool if Body Breaker procs...

Activating BA Giga Grappler, Body Breaker
1d9 (9) = 9

Giga Grappler | Harper | 1957C6 | pls pls pls gimme a 9
(Medium Armor Ability) Twice
You may perform 2 actions and 1 BA or 1 action and 2 BAs this cycle.

Harper | 1957C6

Multi Attack
1d100 (82) + 25 + 15 + 10 &
1d100 (35) + 25 + 15 [ ( + 10 ) * 0.5 ]
212 damage
You are Vulnerable.
Crush Weapons | Harper | 1957C6 | Slam and Dunk

Total Damage: (212 + 142)*2 +(10*2(2 stacks of Wild Heart flat damage being applied once for each attack) = 728 Damage.






N.E.O Infernal Monarch: 3272/4000 HP, 0/1000 SP
Character Sheet
Oversoul Charges: 6/10 OP

 
Last edited:

Vina Skysong

❮ Lyrical ❯
B
NG+
Messages
572
Gold
6,030
Mastery
4,440
Valor
36
Event
0
Special
0
Wolfy
Oversoul [10/10]
128 / 185

+5 HP from Regeneration (@Vina Skysong)
-14 HP from Shroom Raid (Monarch's Legion)
-30 HP from Edge of Night (??????)


With Vina's slender body it would be easy for Ruby to carry the playful vixen towards their destination, the fallen fiery caenis who looked like she could use some assistance. Even as she was carried Vina continued to play her flute, trusting her friend to keep her safe while she made sure to flood the entire area with nature's touch to counteract all the fire and blood which had ravaged the mushroom's flesh.

Watching her friends also make quick work of the legions of myconids that were part of the last attempt to keep them from seizing the God Spore was also awe-inspiring, even if the druidess did feel a twinge of discomfort as well.

There's no such thing as too many friends Ruby~


She replied to @Crimson Ruby's tease after the blade dancer had put her back down, the vixen shooting her friend a grateful look along with a nod of appreciation. With most of the myconids wiped out all that was left was... well, everything else that was going on. @Seigi Ling Ling seemed to be doing fine on her own, protecting Nin and taking care of the myconids on her side.

Seigi! Nin! Good to see you're all right~! Don't worry, we'll come over to help in a bit!


Although she did wince when she saw that Seigi's powerful attack caused Misha to fall down as well. Not everyone was willing to get along with the strange hungry fighter...

Turning towards Funi she was surprised to see that the Lunatic Princess was already putting herself back together, showing off remarkable fortitude for someone who'd nearly burned herself to a crisp. It was clear she wasn't happy either, although fortunately, she was angrier at the strange bat girl up in the sky than the rest of them...

Fina!


The monarch avatar was a sight to behold once he got moving, but Vina couldn't really appreciate it when his first move was to punch her friend twice, with enough force to send the arms master flying. She started running before the second hit landed, jumping up with the wind behind her to land on the head of one of the myconids that was slowly spawning after Fina had decimated them before. With a sharp rising whistle, she summoned an upward gale that picked Fina up before her friend could fall, carrying her towards the druidess instead.

Even as she herself felt the bats bite and scratch at her skin she used her winds to protect Fina long enough for her to embrace the feline and flood her with regenerative magic. After she'd used her music to return nature's grace to the mushroom's scarred flesh she now had an abundance of druidic magic to work with, using it all to return her friend's body to a pristine condition as if everything so far had never happened.

Phew! That really worried me Fina!


In her rush she'd actually channelled more magic to heal Fina than was necessary to return her friend to full health, leaving what remained to return to the ground around them. Before it all disappeared again Vina directed some of it to Fina's boots, growing pads on the soles made from bouncy mushroom flesh.

That God Spore isn't worth dying for. (She looked towards the monarch avatar.) It looks like it's fighting off Bat Girl's blood...


Her ears twitched as she caught Bat Girl herself saying something along the same lines, along with a declaration that she'd have to wrap things up quickly. Letting go of her friend Vina watched as @Harper managed to... slam the giant avatar like it was nothing, a startled laugh escaping her.

After all that we can't really back off, so let's do our best to take care of it before it recovers and starts punching us again. Can you still go Fina?


Her magic should have healed her friend's body to the point that she probably was the healthiest out of all of them, but getting hit that hard wasn't something anyone could just shake off mentally, even if they did receive healing immediately after.

Rolls

Movement: C4 → B5 (Heal/Regeneration/Boost/Infuse/Gust Manipulation)


Save
1d100 (59) + 40 = 99 (Partial Succes!)
Reflex | Vina Skysong | 1957C6 | Shroom Raid

Save
1d100 (10) + 40 = 50 (Failure!)
Reflex | Vina Skysong | 1957C6 | Edge of Night

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

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

(FA) Boost
+2 extra movements to an ally when you target them with an action.
Vina Skysong

(FA) Gust Manipulation: Move any one ally within range 1 zone in any direction.

(FA) Regeneration
(1 + 1 + 3) = 5
Regenerate 5 HP.
Mend | Vina Skysong

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

(BA) Regeneration
Regain the rolled HP and grant an ally the same amount, or forgo your own regeneration and grant an ally double the rolled HP.
Vina Skysong

Heal
2d20 EX (1 + 1) + 25 + 20 + 25 + 20 + 100 = 192 (0 explosions)
+192 HP to 1 target
Nature Magic | Vina Skysong | 1957C6


Heal
2d20 EX (16 + 16) + 25 + 20 + 25 + 20 + 100 = 222 (0 explosions)
+222 HP to 1 target
Nature Magic | Vina Skysong | 1957C6

Healing @Vina Skysong for 5 HP
Healing @Fina Drago for 242 HP
Curing @Fina Drago of 1 Condition
Boosting @Fina Drago for 2 Movement
Repositioning @Fina Drago from A6 to B5


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

Seigi Ling Ling

❮ Dissonant Exterminator ❯
H
Messages
123
Gold
0
Mastery
0
Valor
26
Event
0
Special
0
Oversoul [10/10]
194 / 255


-28 HP Mushroom damage


The retaliation of the mushrooms was underwhelming. However, only because Seigi wasn't the one taking the brunt force of the attack. The arcane warrior cat had put Seigi's own assault to shame by comparison and ultimately incurred the wrath of the titan.

"Tzch..." Feeling bad for just a second, the young warrior quickly jumped over the battlefield upon the realization that she could have something done about it! Landing on the rainbow-colored platform, she rushed towards the shroom-titan. "Can someone take care of the riff-raff?!" She could feel it in her guts, her efforts was better spent on the big guy!

"That. Was. AWESOME! You have to teach me!" Seigi nearly lost her footing as she acknowledged @Harper's show of muscle! Though regaining her balance, Seigi was now in the very front of the fallen Shroomi.

"Time to turn you into Mushroom Soup, Chonkers!"
Taunting (2124)


Stomping one foot in front of the others, she'd use her newfound excitement and this big opening to show off, too! Closing her eyes, Seigi went into a singular striking stance and whispered.

"Echoing courage, destiny wakes~
Fist of hope, future remade~
Thunderous heart, barrier breaks~


—A Singular Strike: G~HUUUUH???"


Her concentration was cut short as she heard a name most unexpected. She had done a good job of keeping the big-mouth bat as some sort of background noise, but now...

"WHAT DO YOU MEEEAAANNNNAN, RAYTHEAAAANN??" Seigi yelled out as her strike targeted the Shroomi, missing ever so slightly as instead, she obliterated its entire arm with one strike. In annoyance, she glared at the bat.

"Hey, stupid batty! Stop throwing all this plot bait and come down here instead to SPEAK like a NORMAL PERSON!"

Rolls

Movement: J8 → F4 (Actions)
Damage Reduction:
Save

1d100 (10) + 75 = 85
Fortitude | Seigi Ling Ling | 1957C

Oversoul:
Roll Result

1d100 (23) = 23
Twilgiht Drift | Seigi Ling Ling | 1957C6

Bonus/Free Action:
(P) Corruption

(18 + 19 + 11) = 48
+48 to attacks, buffs, or heals. +24 to checks.
Corruption suppressed.
Corrupt | Seigi Ling Ling | 1957C6

(BA) Rush
Double Movement

Free Action: Taunt (x3) the Mushroom Monarch
Main Action:
Critical Attack

2d100 (Advantage) (48, 63) + [40] + 25 + 25 + 25 + 48 + 10 = 236
236 damage
*2(Vulnerable)
*1.5(Against Boss)
708

You are Vulnerable.
Martial Arts | Seigi Ling Ling | 1957C6


N.E.O Infernal Monarch: 2564/4000 HP, 0/1000 SP
Character Sheet
Oversoul Charges: 10/10 OP
 
Last edited:

Fina Drago

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



Damage
-170 HP ‎ ‎‎|‎ ‎ -10 from Poison
‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎‎ ‎ ‎ ‎‎|‎ ‎ -14 from Shroom Raid
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ ‎ ‎ ‎‎ ‎ ‎ ‎ ‎ ‎‎|‎ ‎ -146 from Monarch's Fists

+242 HP ‎‎|‎ ‎ +242 from @Vina Skysong
Status
‎ Playsheet
‎‎ ‎ Vulnerable
‎ ‎ ‎ 1x Poison



Apparently trying to be the coolest person around had some consequences. Just as Harper moved away, the giant avatar made its move against Fina. "Shi-" Before she could even say anything, or act in self-defense, the giant fist was already racing toward her at incredible speed. Who knew that something so big could move so fast... a thin arcane shield formed right in front of her in hopes of lessening the impact, but it shattered pretty much immediately, only adding an insult to injury as several of its shards got embedded in the feline's own flesh. And whereas the first strike only made her stagger backward thanks to this, the second one truly sent her flying.

Though, thanks to Vina, not all was lost in that instant. Although Fina could still feel her broken body, despite her pain limiter being very much turned on. "This is what I get for trying to be a hero... I knew it was best to just stay back and let people more competent than me do the heavy lifting..." Especially looking at the tiger girl's performance in the distance. And she looked unimpressed with her own feats mere moments ago, as if... that was beyond impressive.

"Ugh, fine... thanks... I'll try to do... something..." Getting up as the shards inside of her dissipated and her wounds healed, her golden eyes fixated on the avatar. Getting close to it didn't seem like a good idea, but if Vina wanted her to help everyone, who was she to refuse? Rushing ahead, she leaped across the gap with the new spring in her step and tried to get a few cheap attacks off against the incapacitated foe. Though none of her attacks seemed to make as much as a dent...

Rolls

Movement: B5 → C5 → E5 (Jump + Actions)

Oversoul Action
N/a
Arcana Surplus stacks: [5]
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
N/a

Bonus Action
N/a

Main Action
Save

1d100 (31) + 50 + 10 = 91
Fortitude | Fina Drago | Shroom raid | 1957C6


Save
1d100 (6) + 50 + 10 = 66
Fortitude | Fina Drago | Monarch's fist (128) | 1957C6

Save
1d100 (1) + 50 + 10 = 61 (Critical Failure...)
Fortitude | Fina Drago | Monarch's fist (99) | 1957C6

Activating Fate turner (-10 OP)

Save
1d100 (48) + 50 + 10 = 108
Fortitude | Fina Drago | Monarch's fist - Fate Turner | 1957C6

Roll Result
5d25 (17 + 6 + 23 + 22 + 19) = 87
Arcana Surplus | Fina Drago | 1957C6

Multi Attack
1d100 (26) + 25 + 25 + 87 &
1d100 (11) + 25 + 25 [ ( + 87 ) * 0.5 ]
268 damage (536 damage due to boss being vulnerable)
You are Vulnerable.
Slash Weapons | Fina Drago | 1957C6


N.E.O Infernal Monarch: 2028/4000 HP, 0/1000 SP
Oversoul Charges: 0/10 OP
 

Crimson Ruby

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8,010
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3,595
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Chanlye
Oversoul [9/10]
Emotion [99/100]

161 / 230


-30 Flat Damage from Edge of Night
-14 Flat Damage
from Shroom Raid
Vulnerable



"I guessed as much." Ruby's fist tightened against her blade, and then peeked back at Funi (@Pandora*) "Woke up, Sunshine?" Her mouth then perked up in a smirk, noticing the princess was back and this time far less aggressive... At least toward them. "A fallen warrior is just as much as a warrior as a sleeping baby. I am glad you are standing again, let's get rid of that thing."

Her gaze shifted to the Monarch, that soon charged in for another wave of attacks.

Her teeth gritted at the advance, and as she tried to thrust her blade forward, expecting an attack, for her surprise, it aimed at @Fina Drago, sending her friend away which caused her eyes to open widely as she gasped. "Fina-!" Her lips pursed, and by a side glance she also noticed Misha plummeting, and the bats knocking her away deep to her doom.

"You..." Ruby's eyes locked on the bat girl, but she tried to focus as soon as @Vina Skysong tended to Fina, and @Harper charged in for a combined attack with @Seigi Ling Ling.

Not wasting any more time, Ruby darted off and leaped from the edge of the fungi platform, clasping the side of her blade against it while she reached for the other side, making the blade vibrate with the impact while the sound of metal clanking echoed. Ruby allowed her magic to run through it, making her blade reverberate more, just as her shape distorted and turned into illusory clones while the disruptive sound rumbled into the senses of the Monarch.

Approaching from behind, Ruby leaped once again, spinning to slash her jian against the blind spot of the creature, trying to distract it and give time for her illusory clones to close their distances to each of the girls on the frontline.

One shielded Seigi in a counter attack position, another followed Harper and covered her back, while the last one unsheathed her illusory jian to stay in a parry stance next to her.

Rolls


Save
1d100 (35) + 25 + 10 = 70 (Failure)
Reflex | Crimson Ruby | Edge of Night

Save
1d100 (63) + 25 + 10 = 98 (Mitigate damage to 14)
Reflex | Crimson Ruby | Shroom Raid

Movement: C3 > D3 (Jumping) > E3 > F3 (Act)

(BA) Rush
Double your total movement count this cycle.
Crimson Ruby | 1957C6

(F) Ripple Edge
+1 range to all offensive or defensive actions.
Oversoul | Crimson Ruby | 1957C5

(F) Enhance
+10 to next roll (checks, attacks, saves, etc). Spent 1 OP.
Oversoul | Crimson Ruby | 1957C6

Ultra Protect
1d100 (22) + 25 + 25 + 60 + 10 + 10 = 152
152*2 = 304 damage on Monarch
Give @Harper, @Seigi Ling Ling & @Fina Drago within range the Protected State. You are Vulnerable.
Illusion Magic | Crimson Ruby | 1957C6


Enemy: 1724/4000 HP | 0/1000 SP
Character Sheet
Oversoul Charges: 9/10 OP
 

Pandora*

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Cycle 6
Cycle End Summary: NPC, Damage, and Oversoul Accumulation


NPC Phase


Funi: Attacked N.E.O. Infernal Monarch with Hellfang Inferno.


Cycle 6 Damage Phase


Highest Threat: @Seigi Ling Ling

Shroom Raid 1
Everyone takes 1 HP damage?

Seriously, just take the damage or ignore it. no rolls are needed. Poor guy is trying.

Shroom Raid 2

Everyone takes 48 HP Damage!

Each party member may make a Fortitude or Reflex save to reduce damage (if vuln, take 2x damage listed below):

< Nat100 = 0 | 75 = 24 | 30 = 36 | 10 = 43 | Nat1= 96 >

Monarch's Fist
@Seigi Ling Ling takes 87 HP Damage!
Seigi may make a Fortitude or Reflex save to reduce damage (if vuln, take 2x damage listed below):

< Nat100 = 0 | 100 = 43 | 50 = 65 | 25 = 78 | Nat1= 174 >


Lordly Tantrum
@Crimson Ruby @Seigi Ling Ling @Fina Drago @Harper take 53 HP Damage and 1 stack of Hitstun! (However, this Hitstun will not be viable due to the next cycle's mechanics changes.)
They may make a Fortitude or Reflex save to reduce damage (if vuln, take 2x damage listed below):
< Nat100 = 0 | 100 = 27 | 50 = 40 | 25 = 48 | Nat1= 106 >


BA Roar of the Infernal King

Everyone takes 20 flat damage.



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








Giant Godshroom

C7: Great Descent in Chaotic Night



"A fallen warrior is just as much as a warrior as a sleeping baby. I am glad you are standing again, let's get rid of that thing."


We can figure out what to do with the God Spore afterwards. Don't worry, we won't get in your way Funi, so for now let's show Bat Girl up there not to underestimate us. Just don't turn my fur into charcoal, okay~?


"Could you all stop acting like we arrrre frrrriends?! I'm trying to KILL HERRRRRRE!?"


... and then kill you all. Funi thought as she rushed the reeling Monarch into her newly lit flame.





"Two can play the big goddamn punch game, you overgrown fungus! I just happen to play it a lot better than most things, including you! Now, BAT-BRAT!"


The flyer watches the Monarch struck by a blow she didn't expect to see from any of these people, especially idiot furries. It was followed by a fang-glistening smirk as Harper performed the follow-up...

".....eheheh. Cute. The loud kitty grabs things and makes a mess~."


As she repositioned herself during the chaos below. She pulled back her cape revealing her hand and arm. Her fingers flexed before she placed her hand on her hip and her toned (if a bit short) leg was revealed.

"Maybe I should make a mess next. You'd hit the mat in a second kit-"


"Hey, stupid batty! Stop throwing all this plot bait and come down here instead to SPEAK like a NORMAL PERSON!"


"Oh I guessed right then? I'm so smart sometimes~! The records were right. You're an idiot no matter where you are♥!"


Her smug expression turned serious for a moment.

"You wealthy brats that dare to complain about your lives... seeking escapism into this shit. You just watch and see! You fucking disgust me. Idols, politicians, and rich princesses... I-"


Her finger heads to her temple and she accidentally pokes herself with her nail. wincing she adjusts and speaks to seemingly no one. Although her eyes are obviously focused on something invisible in front of her.

"Eyy? What do you mean? Energy? No no... I'm not abusing THAT much... I know it's not far along but... I just was... uh... it's done. I've got this."


The bats, like a current of tar, whirled back upwards into the sky and merged back with the vampire's cape.

She descended quickly and landed with the God Spore beside her. The entire Godshroom was now trembling,. The barely held-together fungal paths began to collapse one after the other...

[
OngmyWk.png
"While I'd love to wrestle with you furries and laugh at ungrateful princess #3. I can't be bothered with it~! (It's not like I overdid with all the flying with these new wings...)

Anyways, since flying up and away is out right now... the only way to go..."


Her finger once again makes an abrupt point downwards just as the rest of anything remotely firm to stand on is lost. Her cape metamorphs outwards into large wings and she glides at high speed straight down with the vines of the Godshroom falling all around. Of course the God Spore in tow wrapped under one arm.




" GRRRRRRR!!!! ...what's happening now?!"


As the Monarch grabbed onto part of the fungal flesh that had dropped out from under everyone. Funi was caught in mid-attack before she too had to grip on and using her clawed feet started to run down the collapsing vines. The Godshroom's main body, the massive stipe shot out appendages that were like skyscrapers and shook them in the air. If someone looked in the direction of Isulus they may think a Dissonance larger than Titanius was rising, but no.. it was a VERY big Mushroom Man.

"The Godshroom is moving? It awoke completely?! This is a much higher risk factor than just an avatar...AHHHHHHHH!!!!"


Nin fell like a box of rocks straight down without any hope of grasping onto a vine until Rettah swooped past and grabbed her up.

"....shall we?"


Rettah offered Nin a smile that gave her shivers as she snapped her Wonder Rod and tossed it. It spun and expanded into a large disk that she landed on. The duo slid down the vines and her voice echoed out.

"Find something or you die here. What's this to Szofrit's conquerors? Let's end this and catch the ability-abusing bat...."




R̴͈͖̘͎̝̖̎͒R̷̫͓̰̲̞̼̖̠̟͉͉̂̍͌͗̒̽̋̅R̵̥̈́̎̃͆͘R̴̦̰̠̅͒͑̌́A̴̛͍̰̮̪͉̘̥̞̗͂̿̈́͗͊̈́̓̆Ạ̷̛̺̹̯͎̓͠Ä̴̫̺̯́A̵̧̛̯͍̻̪͌͌̐͛A̷̙̋̃Ą̶̧̤͙̗̤̙͎̫̘͒̓̏̑̽Ą̵̥͔̘̌̌̓̇͝W̵̯̜̦̋͋̏̏̕Ǵ̴̣̻̮̱̎G̵͕͔̘̊G̶̤̩̺̓̐͒G̶̡̫̜̅̑͂̿̊͠G̴̱͓̀̀̈́̉̕͜͠Ǵ̷̡̬̦̖̲̑̀̅̾͗͆̚͘͜͝H̶̨̧̗̻̩͛̒͗͐̚ͅH̸̱͇̟̥̭̠͒̆̐̉̓H̴̭̞̬́͒̌̉͗͘H̶̠͕̾͠͠Ḩ̶̹̿̋̔̕H̸̟̘̻͕̒͊̆́͂̍̊̕!̵͉̖̰̪̖̙͂̏͠!̵͇̩̠͖̤͓̪̍͛̇̎́̽̊͋́̏͛̽͜!̵͖͉̥͚͇̍̆͑͝ͅ!̷̧̹̑̃͐1



Just then the Monarch Avatar continued his attempt to grab and smash every non-Myconid in sight. Hordes of flying Myconids poured from within the Godshroom and riding their moths began to chuck various projectiles.

Chaos Night was going down, literally.


 
Last edited:

Pandora*

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PLAYER SECTION





  • Great Godshroom
    C7: Shroom Descent in Chaotic Night


    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 1000 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 (with up to 3 actions this time!). 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: 1957C7

    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 7: 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: Don't splatter.

  • <<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]




  • 193.jpg
    Explorers League | Pathfinder | Character Sheet
    Crimson Ruby
    Oversoul [10/10
    Emotion 99/100
    Health [161/230]
    Status
    Ripple Edge: +1 range to all offensive or defensive actions.
    Debuffs
    Misc
    Location: Outer Route 2

    | 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



    qMG0ABe.png
    Unaffilated | Untitled | Character Sheet
    Fina Drago
    Oversoul 0/10]
    Health [180/210]

    Status
    Arcana Surplus: stacks: [5]
    Debuffs
    Misc
    Location: Inner Route

    | 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.
      • Maximum stacks are 5.


    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 10/10]
    Health [128/185]

    Status
    Buffs
    Debuffs
    Misc
    Location: Inner Route

    | 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




    316.jpg
    Unaffilated | Untitled | Character Sheet
    Harper
    Oversoul [08/10]
    Health [92/175]

    Status
    Wild Heart stacks: 2
    Poison x1: -5 HP per turn. At 5 stacks converts to Lethal Poison.
    Misc
    Location: Outer Route 2

    | 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 [10/10]
    Health [194/255]

    Status
    Buffs
    Debuffs
    Misc
    Location: Outer Route 1

    | 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



 

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
Cycle 7:
Boss / Map / Mechanics






The Great Shroom Descent: Routes




Route Details

Outer Route 1:
((Area)
The outermost fungal vines. They are closest to God Monarch's massive left appendages.
  • Roll any Knack or Fitness check vs DC 100 to make the wild descent less deadly (and more stylish). Flight movement types, aeromancy, nature magic, dynamism, shadow arts, and metamorph, have advantage and may add one of those MR to their roll. If the check is failed, take 50 damage (mitigable but no saves). You may use 6 OP to auto-pass this check. This can be repeated until you succeed, or die. You may forfeit rolling before any attempt and your action as well, and the scene will take you home...
  • If you pass the check, you can use any attack, defense, or support action in your sheet (and armor skills, bas op skills etc) with an advantage due to superior positioning. Targetable routes are Outer Route 1 and Inner Route, extension passive allows Outer Route 2.
  • Attacking Myconid's Riding Slave Moths will increase mods of those in the central route by +10 per 100 damage dealt by clearing the incoming threat and allowing focus on ?????.
  • You may take up to 3 actions total but you must pass the Knack/Fitness check each time. You may consume 1 action to move to either Outer Route or Inner Route.



Outer Route 2:
((Area)
The outermost fungal vines. They are closest to God Monarch's massive right appendages.
  • Roll any Knack or Fitness check vs DC 100 to make the wild descent less deadly (and more stylish). Flight movement types, aeromancy, nature magic, dynamism, shadow arts, and metamorph, have advantage and may add one of those MR to their roll. If the check is failed, take 50 damage (mitigable but no saves). You may use 6 OP to auto-pass this check. This can be repeated until you succeed, or die. You may forfeit rolling before any attempt and your action as well, and the scene will take you home...
  • If you pass the check, you can use any attack, defense, or support action in your sheet (and armor skills, bas op skills etc) with an advantage due to superior positioning. Targetable routes are Outer Route 2 and Inner Route, extension passive allows Outer Route 1.
  • Attacking Myconid's Riding Slave Moths will increase mods of those in the central route by +10 per 100 damage dealt by clearing the incoming threat and allowing focus on ?????.
  • You may take up to 3 actions total but you must pass the Knack/Fitness check each time. You may consume 1 action to move to either Outer Route or Inner Route.



Nin & Rettah Route:
((Area)
Rettah's Wonder Rod is now a large steel plate that she is surfing down the vines with Nin in her arms. She seems in control but any buff or heal thrown her way will surely improve your group's circumstances if you have the chance!
  • Nin & Rettah can be reached by anyone in Outer Zone 1 after they clear a check.
  • Using any buff or heal main action on them will take pressure off your group and increase check and damage mods for the Inner Route. +25.
  • This may only be done once for a mod.

Funi Route:
((Area)
Funi is rushing down the collapsing fungal strands like an animal. She seems in control but may grow tired without a buff or heal though... leading to potential slipping.
  • Funi can be reached by anyone in Outer Zone 2 after they clear a check.
  • Using any buff or heal main action on Funi will take pressure off your group and increase checks and damage mods for the Inner Route. +25, Additionally she will attack the Monarch Avatar if he is still present at end of cycle.
  • This may only be done once for a mod.


Inner Route:
((Area)
The innermost fungal vines that trail behind ??????.
  • Your route leaves you in the path of streams of bats being spewed out with each flap of ??????'s wings. Roll a Fitness or Fortitude check vs DC 200 and add up to 3 masteries the MR to your roll (cumulative). If the check is failed, take 50 flat damage. You can use 10 OP to bypass this check. This can be repeated until you succeed, or die. You may forfeit rolling before any attempt and your action as well, and the scene will take you home...
  • For every 10 points over the DC you reach, you gain a +10 mod when attacking ??????.
  • If you pass the check, you can use any attack, defense, or support action in your sheet (and armor skills, bas op skills etc) on any of the routes. You may also choose to attack ?????? in an effort to acquire the God Spore.
  • The Monarch Avatar is directly behind you! He will take you with him to the bottom if you don't pass the checks... He can be defeated to remove this threat.
  • You may take up to 3 actions total but you must pass the Fitness/Fortitude, check each time. You may consume 1 action to move to either of the Outer Routes.
  • ONLY this route can target ??????.





N.E.O. Infernal Monarch


❰ 100 / 1000 ❱
❰ 1306 / 4000 ❱




Avatar's Last Gasp
This enemy intends to take anyone nearby out with him...






Monarch's Legion (Flying)

0 / ----- Damage

The more damage dealt to this target, the higher the mods for central routers!

Damage Counts UP!




???????



❰ ?????? / ?????? ❱

Crimson Night Dominion:
A vampire? The bats... do many things that bats should not do...
  • Can control the Infinity de Bat panels freely.​
  • After Night Pains: Waves after waves of magical bats are being blown out behind her like the contrail of a crashing plane. Everyone in Central Route must deal with this, read the route info for more details.​
 
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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 [1/10]
137 / 185

Location: Outer Route 1
-36 HP
from Shroom Raid 2 (Shroom Legion 2)
-25 HP from Roar of the Infernal King (N.E.O. Infernal Monarch)
+25 HP from Regeneration (@Vina Skysong)
+40 HP from AoE Heal (@Vina Skysong)
+5 HP from Infuse (@Vina Skysong)
+2 Movement from Boost (@Vina Skysong)
Extension from Nature's Ally on Outer Route 2 (@Vina Skysong)


More competent? I think you'd have a hard time finding someone who fits the bill~


Vina admitted that Harper's display of strength against the avatar was very impressive, but she didn't think that Fina's performance was outdone by any means. To return all those myconids to the earth in one fell swoop was an achievement Vina wasn't going to let Fina downplay.

Don't worry, we'll all work together on this one, so you don't have to do all the heavy lifting by yourself.


Even with her having done her best to patch Fina up it was clear that the feline arms master had taken a beating, so the best the vixen could do was cheer her friend on. Under different circumstances she might have suggested that Fina fall back, but she didn't think they had the luxury to have the lavender-haired beauty not bring her formidable arcane might to bear against the avatar.

Despite her removed position Vina's extraordinary hearing allowed her to listen loud and clearly to everything the others were saying. The bat girl seemed to be taking delight in provoking her friends, the songstress frowning as she noticed some of the more subtle hints in the stranger's tone. She was clearly more powerful than them, yet somehow she sounded resentful.

With the fungal paths beginning to collapse, she wasn't exactly in a position to start interviewing the bat girl. With the ground underneath her feet also trembling Vina quickly began to hum, calling the winds to herself in time to prevent a painful fall as the fungal flesh fell apart entirely and she was sent tumbling down together with the others.

Powerful upward gusts helped Vina control her descent, slowing her down enough that she could watch as the others had to deal with the same predicament. The awakening of the actual Godshroom itself wasn't something any of them had been prepared for, Vina spending several seconds blinking as this time they weren't merely facing a giant, but rather something so big that it was more like the land itself was rising up.

It can do that?!


After a moment of speechlessness, she shook her head. Focus on helping her friends, they could figure out how to escape from the titanic figure on the fly. Literally, in this case.

Everyone! Grab hold of the vines!


A rising note returned her flute to her, which she grabbed with both hands and poured nature magic into to reshape it once again. Her partner quickly complied, reshaping itself into a violin with a section of it separating to form the bow. Placing the bow against the strings Vina paused for a moment to listen to the winds which rushed past her ears, a smile forming on her lips.

At least we've got some allies here~


With a swift motion, she began to play, a quick yet elegant song which wove through the air. The winds quickly shifted as the music took shape, losing their chaotic nature to instead match the melody of Vina's song. Amidst the rapid descent of adventurers, myconids, and bats the sky druid's magic interwove itself with the countless vines that fell together with them, making them sprout more limbs which her allies could use to help prevent an ugly fall.


The music swelled up along with the magic, and within the winds, figures began to take shape. Small winged creatures made of pale green light followed the flow of the winds and guided the way so even Vina's furthermost allies were exposed to her magical performance. A faint laughter could be heard along with the music, carrying with it a sense of boundless freedom.

As Vina descended along with the others, soothing their bodies and minds, the fungal vines close to her reshaped themselves quickly to assist her. Several vines wove themselves into a spiralling path to the world down below, and with the winds carrying her the sky druid could glide her way down the new path, her feet barely touching the vines.

She didn't have enough power to control the entirety of the collapsing mushroom mass, but at least all her allies enjoyed favourable winds on the way down, as well as plenty of handholds from vines which reshaped themselves so they could assist the adventurers rather than hinder them.

Rolls

Movement: Inner Route → Outer Route 1 (AoE Heal/AoE Power Heal)


Save
1d100 (27) + 40 = 67
Shroom Raid 2 damage reduced to 36

Reflex | Vina Skysong | 1957C7

Expertise Check
2d100 (Advantage) (48, 92) + 40 + 25 = 157 (Success!)
Knack | Vina Skysong | 1957C7

Expertise Check
2d100 (Advantage) (21, 67) + 40 + 45 = 152 (Success!)
Knack | Vina Skysong | 1957C7

(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) Extension: You have +1 Range.

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

(FA) Boost
+2 extra movements
to an ally when you target them with an action.
Vina Skysong

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

(BA) [1 OP] 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.

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

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

(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

(FA) Regeneration
(6 + 4 + 6) = 16
Regenerate 16 HP.
Mend | Vina Skysong

(FA) Regeneration
(5 + 2 + 2) = 9
Regenerate 9 HP.
Mend | Vina Skysong

(BA) Regeneration
Regain the rolled HP and grant an ally the same amount, or forgo your own regeneration and grant an ally double the rolled HP.
Vina Skysong

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

Moving from Inner Route to Outer Route 1

AoE Heal
2d20 EX (15 + 14) + 25 + 20 + 45 = 119 / 3 (0 explosions)
+40 HP to 3 targets
AoE | Harmonic Magic | Vina Skysong | 1957C7

AoE Heal
2d20 EX (1 + 6) + 25 + 20 + 45 = 97 / 3 (0 explosions)
+33 HP to 3 targets
AoE | Harmonic Magic | Vina Skysong | 1957C7


AoE Power Heal
4d20 EX (12 + 5 + 20 + 19 + 1) + 45 + 20 + 25 + 10 = 157 / 3 (1 explosions)
+53 HP to 3 targets
You are Vulnerable.
AoE | Harmonic Magic | Vina Skysong | 1957C7

AoE Power Heal
4d20 EX (4 + 13 + 18 + 3) + 45 + 20 + 25 + 10 = 138 / 3 (0 explosions)
+46 HP to 3 targets
You are Vulnerable.
AoE | Harmonic Magic | Vina Skysong | 1957C7


Healing @Vina Skysong for 70 HP
Healing @Fina Drago for 66 HP
Healing Rettah & Nin (@Pandora*) for 40 HP
Healing @Crimson Ruby for 58 HP
Healing @Harper for 58 HP
Healing @Seigi Ling Ling for 58 HP
Curing @Crimson Ruby of 1 Condition
Curing @Fina Drago of 1 Condition
Curing @Harper of 1 Condition
Curing Rettah & Nin (@Pandora*) of 1 Condition
Curing @Seigi Ling Ling of 1 Condition
Curing @Vina Skysong of 1 Condition
Boosting @Crimson Ruby for 2 Movement
Boosting @Fina Drago for 2 Movement
Boosting @Harper for 2 Movement
Boosting Rettah & Nin (@Pandora*) for 2 Movement
Boosting @Seigi Ling Ling for 2 Movement
Boosting @Vina Skysong for 2 Movement
Applying Nature Field to the map


N/A
Character Sheet
Oversoul Charges: 01/10 OP
 
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Harper

B
Messages
240
Gold
0
Mastery
0
Valor
23
Event
0
Special
0
Oversoul [1/10]
61 / 175



Wild Heart stacks: 2
-40 from Tantrum
-24 from Shroom Raid 2
-25 from Roar(Enhanced Hearing)
+58 from @Vina Skysong Heal.
ULTRA VULNERABLE


"Heh, it was no biggie really. I'm still getting started with these guys."



Humbling bragging was always good for the body and soul. And as Harper basked in @Fina Drago and @Seigi Ling Ling 's compliments, a key choice of words from the Bat-Brat (@Pandora* made the tigress's fur stand on end as she scowled back at the flying enemy.
"You absolute prick. You couldn't make my back hit the ground in this or the next life."


Well, if anything, the bat was certainly capable of absolutely getting under the beastkin's skin. But as she was annoyingly out of reach for the time being, her only recourse was keeping up her attack onto the Avatar. That is, until the brat with the thing they were here for made her intentions of leaving very clear. And she wasn't about to let everyone's efforts here go to waste.


"Talking all that smack and now turning tail, huh? Now who's the scaredy cat her-!!"


Unfortunately before she could finish verbally lambasting her foe, the ground under her started to give away, Harper stumbling backwards as she posted her tail onto the ground and used it as a pivot to spin around and get back on her feet. Not that she would get much time to figure out what was going on, as the attacks of both the Monarch and the Legion would start to find their mark.

Which sucked, of course, but not nearly as much as that shriek.

Immediately Harper's ears felt like they were inside a church bell, the beastkin covering both of them as she stumbled backwards, tripping on a nearby branch and into a newly-formed hole on the ground. Disorientated as she was, it took a moment for Harper to realize what was happening. She was falling.

Free-falling.

She could barely hear Vina's advice to them was her body made her way down, her mind racing to try and make sense of the spinning world her eyes perceived. There was one thing that was ringing true in her mind, however:


She wasn't going to survive the fall.

She was going to die.


?????????!!!!!!!!!!!!!

Her heartbeat quickened. Her senses heightened. And her thoughts seemed to dim, only processing the absolutely necessary. She was going to survive.

Yet, a melody seemed to part the forming fog in her head and let look at things whole again, Harper looking up to find her vixen friend performing.

A smirk formed on her face.

"Everyone is keeping their cool... I can't go and look like a jackass here."


A whisper, only meant for herself.

Unleashing her claws, she would use them to claw at a nearby trunk to slow herself down as she analyzed the chaos in front of her. There was the matter of the Bat-Brat of course, but the Avatar was still hot in pursuit of her friends. And she was far from done with it.

Using the claws on her feet to plant herself down, she would squat and contract her leg muscles to their absolute limit as she aimed herself like a harpoon towards the Avatar. And then, with a loud boom, she launched herself, driving herself claws first at the Avatar's ribs as she shot past, taking a good chunk of it with her as she landed on another piece of foothold and quickly turned to launch herself again.

And again, and again, again...

Each time, she took another piece of flesh from the Avatar with her. Legs, Arms, Neck, even the head. Nothing was safe. And after she had made it look like a good piece of swiss cheese, she would scream at the top of her lungs.


"You won't lay a FUCKING finger on my friends again!"


And thus, the final self-launch, this time feet first as she delivered the mother of all dropkicks to the beast's midsection, sending it crashing downwards towards a nearby wall, the impact strong enough that Harper was pretty sure she felt her leg bones crack with an wince.

"SEIGIIIIIIII! BEAT HER ASSSSSSSSSSSSSSSSS! DO IT TWICE FOR MEEEEEEEEEEEEEE!!!!!!!!!!!!"


She shouted at her newfound punch buddy to finish the job as she lagged behind, the tigress being well truly spent. Now, it was up to them.












Rolls


Save
1d100 (69) + 55 = 124

Fortitude | Harper | 1957C7 | Shroom Raid 2 save | Stop throwing rocks at meeeee
Save
1d100 (20) + 55 = 75
Fortitude | Harper | 1957C7 | Tantrum save

Roll Result
1d3 (3) = 3

Tiger Rage | Harper | 1957C7

Save
1d100 (18) + 55 = 73

Fortitude | Harper | 1957C7 | Orite I forgot this save, Descent save #1

Fail: Using 6 OP to auto-pass.


Hinder
1d100 (74) + [15] + 15 + 15 + 10 = 129
129 SP damage

Guard Arts | Harper | 1957C7 | Hinder roll


Save
1d100 (60) + 55 = 115

Fortitude | Harper | 1957C7 | Descent save #2 plsplspls idunwanna die


(BA) Berserk
Gain up to 20 damage worth of bonus to attacks, heals, or buffs.

Battle Spirits | Harper


Multi Attack
1d100 (58) + 25 + 15 + 10 + 20 &
1d100 (18) + 25 + 15 [ ( + 10 + 20 ) * 0.5 ]
201 damage
You are Vulnerable.

Crush Weapons | Harper | 1957C7 | adv Dieeeeeeeeeee #1


Multi Attack
1d100 (20) + 25 + 15 + 10 + 20 &
1d100 (16) + 25 + 15 [ ( + 10 + 20 ) * 0.5 ]
161 damage
You are Vulnerable.

Crush Weapons | Harper | 1957C7 | adv Dieeeeeee #2


Save
1d100 (89) + 55 = 144
Fortitude | Harper | 1957C7 | Hahahaha imscared

(BA) Berserk
Gain up to 20 damage worth of bonus to attacks, heals, or buffs.

Battle Spirits | Harper


Multi Attack
1d100 (87) + 25 + 15 + 10 + 20 + 10 &
1d100 (9) + 25 + 15 [ ( + 10 + 20 + 10 ) * 0.5 ]
236 damage
You are Vulnerable.

Crush Weapons | Harper | 1957C7 | Dieeeeee² adv #1


Multi Attack
1d100 (16) + 25 + 15 + 10 + 20 + 10 &
1d100 (29) + 25 + 15 [ ( + 10 + 20 + 10 ) * 0.5 ]
185 damage
You are Vulnerable.

Crush Weapons | Harper | 1957C7 | Dieeeeee² adv #2


(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.

Total Damage: 129 SP damage, (201+236)*2 + 10 flat*2 = 894 Damage




N.E.O Infernal Monarch: 412/4000 HP, 0/1000 SP
Character Sheet
Oversoul Charges: 1/10 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 [4/10]
Emotion [100/100]

135 / 230


-36 -72 Damage from Edge of Night
-27 Damage
from Shroom Raid
-20 Flat Damage
from Roar of the Infernal King
Healed by 58 HP
by @Vina Skysong
Healed by 35 HP
by self
Vulnerable
Fortify - All Vulnerable is negated
Boost - +2 Movement (from @Vina Skysong)


Critical Success
100


Ruby gritted her teeth as the Monarch retaliated with its attacks, sending her sliding on her feet, forcing her to sink her blade against the fungal ground to not plummet, halting her slide just as she neared an edge. A sigh escaped between her teeth, but soon the rumbling made her hold onto her sword tightly, with wide open eyes. "What the-"

Nin's words caught her ears, that twitched and made her swallow. "It woke up?!"

To think that whole thing was awaken, that was far beyond what Ruby expected that could have happened when they had infiltrated this place.

Losing her footing, Ruby soon found herself in a fall, reaching for the nearest vine and grasping it tightly, allowing herself to swing toward a larger vine and start to slide down, soon darting off at full speed. Her gaze eventually fell on her wounded allies, with some of them struggling to keep the pace of such a wild fall, especially when they worked on fighting the dangers that continued to appear before them.

As if plummeting to their deaths wasn't enough danger...

@Vina Skysong's music and magic invigorated the cat girl, that held her jian a bit tighter as she blasted off quicker, running down the large fungal vines and side glancing to @Harper just as the tigress charged in for the Infernal Monarch, disrupting and sending it to the last of its strengths... Though, it remained relentless on its chase, and she could notice the girl losing her pace.

Ruby slowed down, eventually managing to turn around and dart off at the direction of the Monarch, leaping with a spinning movement, swinging her blade to sever three of the mushrooms on its back, and grasping on a remaining one to use it as a support, trampling its face rapidly with her quick legs, that blurred at each impact that shoved the face of the creature deeper and deeper into its own form before drawing her blade and sinking it deep into its chest, letting the Spirit Magic blurt its energy out, transferring it to herself, Harper and Funi (@Pandora*), trying to ease their struggles before she leaped away, leaving the fungal beast behind and connecting her feet on the vines once again, aiming to get closer to the tigress.

"Hey tiger, good job, but it isn't a winner thing to lose right at the end, right?" She said, running next to her and gesturing to her back. "Come, time for a ride, last stop: On top of that bat girl's grave." Without waiting for an answer, Ruby rushed in front of Harper, slowing down to give room for the tigress to hop on before darting off until she reached a vine perking up like a ramp.

Sheathing her sword, she hooked her arms under Harper's legs to keep her firm before rushing at top speed, sending herself flying toward one of the myconids on top of a moth, kneeling it out of it and landing on top of the giant insect and grasping on it tightly, letting Harper go if she wanted to stay on the moth instead.

Forcing the moth's direction, Ruby tried to get near the other flying fungi, drawing her sword again and letting the control to the tigress, acrobatically hopping from a moth to another, trying to slam the myconids away and sending them to fall to their deaths and opening the way for @Fina Drago, and maybe even @Seigi Ling Ling, to attack without endangering themselves. "Fina! Get that brat girl and teach her some lesson!" She called, grabbing the moth's fur and pulling it to force it near Harper and the previous moth again, jumping back to it to stick closer to her ally.

Rolls


(Passive) Mirage Stance
Enter an evasive status gaining advantage on all Reflex saves in the damage phase. It ends after that phase.
Oversoul | Crimson Ruby | 1957C7

Save
1d100 (23, 5) + 25 + 10 = 58 (Mitigated to 36 72)
Reflex | Crimson Ruby | 1957C7 | Shroom Raid 2

Save
1d100 (76, 6) + 25 + 10 = 111 (Mitigated to 27)
Reflex | Crimson Ruby | 1957C7 | Lordly Tantrum

Expertise Check
2d100 (Advantage) (74, 31) + 25 + 25 = 124 (Success)
Fitness + Dynamism | Outer Route 2 | Crimson Ruby | 1957C7

AoE Heal
2d20 EX (2 + 9) + 25 + 25 = 61 / 3 (0 explosions)
2d20 EX (20 + 17 + 17) + 25 + 25 = 104 / 3 (1 explosions)
+35 HP to @Harper, Funi (@Pandora*), Self
AoE | Spirit Magic | Crimson Ruby | 1957C7

Expertise Check
2d100 (Advantage) (69, 62) + 25 + 25 = 119
Fitness + Dynamism | Crimson Ruby | 1957C7

(BA) Rush
Double your total movement count this cycle.
Crimson Ruby | 1957C7

Protect
1d100 (98) + 25 + 25 + 75 = 223
1d100 (77) + 25 + 25 + 75 = 202
223 446 damage against N.E.O. Infernal Monarch
Give @Harper the Protected State
Illusion Magic | Crimson Ruby | 1957C7

Expertise Check
2d100 (Advantage) (33, 51) + 25 + 25 = 101
Fitness + Dynamism | Crimson Ruby | 1957C7

(BA) Rush
Double your total movement count this cycle.
Crimson Ruby | 1957C7

(F) Enhance
+10 to next roll (checks, attacks, saves, etc). Spent 1 OP.
Oversoul | Crimson Ruby | 1957C7

Multi Attack
1d100 (79) + 25 + 25 + 85 &
1d100 (76) + 25 + 25 [ ( + 85 ) * 0.5 ]

1d100 (25) + 25 + 25 + 85 &
1d100 (100) + 25 + 25 [ ( + 85 ) * 0.5 ]
706 damage (Crit!) against Monarch's Legion (Flying)
You are Vulnerable.
Dynamism | Crimson Ruby | 1957C7

(Medium Armor Ability) Twice
You may perform 2 actions and 1 BA or 1 action and 2 BAs this cycle.
Crimson Ruby | 1957C7

(F) Enhance
+10 to next roll (checks, attacks, saves, etc). Spent 1 OP.
Oversoul | Crimson Ruby | 1957C6

Heal
2d20 EX (12 + 13) + 25 + 25 + 10 = 85 (0 explosions)
2d20 EX (3 + 19) + 25 + 25 + 10 = 82 (0 explosions)
+85 HP to @Harper
Spirit Magic | Crimson Ruby | 1957C7

(F) Fortify
Negates current Vulnerability. Spent 4 OP.
Oversoul | Crimson Ruby | 1957C7


N.E.O. Infernal Monarch: 0/4000 HP | 0/1000 SP
Monarch's Legion (Flying): 706/---- Damage
Character Sheet
Oversoul Charges: 4/10 OP
 
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