111 / 160
Location: C3 > C5
Prophecies: 1 |8 | 53
-20 HP from Rocks Fall
-17 HP from Pillar Falll
Prophecies: 1 |
-20 HP from Rocks Fall
-17 HP from Pillar Falll
Was it luck, that they survived?
No, it was fate!
Loose stones bludgeoned him from above, sand scattering down the sides of his hat, crackling against the electric-blue feather he had pinned to it, but it was enough to keep his vision unobstructed, enough that he could raise out an arm and grasp onto the spatial coordinates of the rocks tumbling down the ceiling and freeze them in place. They floated briefly, then crashed down a moment later, right as Magi slipped out from beneath them.
Perhaps she would have been fine either way, but a kid was a kid, doubly so if that kid was a friend of Seigi's. That was all the personal attention he could afford, however. With the deaths of the Basilisks, all that remained was the retrieval of those once incapacitated by the Gazer itself. But the collapse was speeding up, and desperate measures were being taken in every which direction. Aloe exploded into herself, her desperate bid to utilize that strange stone she possessed failing at a critical juncture. Yugam unleashed the entirety of his strength against the mountain of rubble, while Luthien recovered the Goddess of Victory. Zelrius leapt through the opening in the rumble, hot on the heels of Nymoria, and Moonsong rushed as well, her burdens weighing her down until an echo of the Flagbearer's verse sent her stumbling forwards and out of that tomb.
Which just left the lion-faced brave and the starfallen savior now.
"Nyancy!" Cain called out. "Take the one off to the side! And Magi, get out of here before it all comes down!"
They weren't going to be able to get everyone out on time, but that was fine. The Flagbearer, after all, was the first to enter and the last to leave, and so long as there were others inside, he was obligated to remain.
Rolls
Use Prophecy (8) to replace @Magi Heart's damage taken with 8.
Swapping Inspire with Haste.
Haste
1d6 (5) = 5 +1 Movement to @Moonsong, +4 Movement to @Nyancy
Haste
Play Sheet
Passive Slot: Extension
Actions
Inspire's buff not only can be added to Mastery Checks, Expertise Checks and Contributions Checks, but also to Saving Throws.
Healing and Buffs can be used to clean conditions from targets. You must roll a Mastery Check with the Mastery you used to heal or buff a target, and this Mastery Check must pass the condition's DC. If a Power Heal or Power Buff was used, the Mastery Check is done with advantage.
Masteries
Astramancy: Roll 3d100 at the start of the Challenge. You can use these rolls to substitute one of you or your allies' d100 rolls at any moment, you may also change one of the damage sources you or an ally will receive by the dice result. The substitute doesn't make it a natural roll, though it triggers Critical Hits or Failures.
Dark Magic: You can increase up to double your damage by sacrificing your HP by the value the damage was increased.
Pierce Weapons: Attacks on Vulnerable targets deal 250% of damage instead of 200%.
Harmonic Magic: You can use Inspire as a Bonus Action.
Tags/Titles/Curios
Fallen: Once per Cycle, +2 for every Rank on the Equipment applied to rolls when things are against your odds. (DC is higher than what you can manage if you rolled 50 + modifiers). [+12]
Ember: Your Pyromancy Mastery Checks are done with advantage. If you don't have Pyromancy, you can use one Offensive Action as if it was Pyromancy, Once per Combat, using your highest Offense Mastery's values.
Dissonant: Once per Challenge, you can apply +5 for every Rank on the Equipment applied to a roll, embuing Dissonance to your action. This may come with consequences. [+25]
Noble: +2 for every Rank on the Equipment applied to rolls related to helping a Nobility directly. [+10]
Pathfinder: +15 Awareness.
Inspire's buff not only can be added to Mastery Checks, Expertise Checks and Contributions Checks, but also to Saving Throws.
Healing and Buffs can be used to clean conditions from targets. You must roll a Mastery Check with the Mastery you used to heal or buff a target, and this Mastery Check must pass the condition's DC. If a Power Heal or Power Buff was used, the Mastery Check is done with advantage.
Masteries
Astramancy: Roll 3d100 at the start of the Challenge. You can use these rolls to substitute one of you or your allies' d100 rolls at any moment, you may also change one of the damage sources you or an ally will receive by the dice result. The substitute doesn't make it a natural roll, though it triggers Critical Hits or Failures.
Dark Magic: You can increase up to double your damage by sacrificing your HP by the value the damage was increased.
Pierce Weapons: Attacks on Vulnerable targets deal 250% of damage instead of 200%.
Harmonic Magic: You can use Inspire as a Bonus Action.
Tags/Titles/Curios
Fallen: Once per Cycle, +2 for every Rank on the Equipment applied to rolls when things are against your odds. (DC is higher than what you can manage if you rolled 50 + modifiers). [+12]
Ember: Your Pyromancy Mastery Checks are done with advantage. If you don't have Pyromancy, you can use one Offensive Action as if it was Pyromancy, Once per Combat, using your highest Offense Mastery's values.
Dissonant: Once per Challenge, you can apply +5 for every Rank on the Equipment applied to a roll, embuing Dissonance to your action. This may come with consequences. [+25]
Noble: +2 for every Rank on the Equipment applied to rolls related to helping a Nobility directly. [+10]
Pathfinder: +15 Awareness.



