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Raid Boss

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This is a character(s)-focused followup to Alarm. It's mostly a character-focused side story and chill hangout thread with a lot of talking and character interactions.

The thread has technically already started. The purpose of this LFG is mainly to make sure your character's entry makes sense.

In the post below, explain how your character gets swept into this story.

Plot Hooks:
  • Be reached out to via by Clarissa or one of her contacts
  • You're a hairdresser
  • You're an MIT member visiting the baby or Ordnung
  • You're a friend of Clarissa
Overview
  • Tags: Social, cozy, non-combat
  • Location: Savendale Village, Solvale
  • Party Size: No limit
  • Prerequisite: None. Anyone who would like to explore this side story / these characters may join.
  • Pace: Cycle updates weekly. Inter-cycle interaction and conversations happen more often.
 
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Tarkya

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a meat popsicle


As fall turns and winter looms, a sense of unease hovers over the people of Arcia. But as the long dark approaches, a Starcalled tradition rises - Halloween. And one Lander in particular has an idea to raise spirits in the wake of Szofrit’s attack and the destruction of MITHRA. All he needs are a few actors to play the parts in a show to dazzle the masses, and he's not picky about who he hires...

But when you arrive, you don’t find the advertised “premium experience”. Instead, it’s a half-hearted show in an emptied warehouse… with a very barebones depiction of the path the Starcalled forged towards the Dragonship.

The Machine Mother’s Conquest!


The Machine Mother rises, and her mechanical hordes ravage the land! Raise your blade against her dark children and end her tyranny once and for all! Can you achieve what the Starcalled could not?

Adults: 40g. Children 13 and under: 25g.
Refreshments provided. Suitable for all ages!



Maybe you really need the money (assuming you get paid), maybe you’re bored, maybe you looked at the truly terrible script and want to correct an injustice. But the show must go on, and the crowds are already here. How things turn out is up to you, but you're being paid to give a premium experience.

...you are getting paid, right?

Where is the boss, anyway...?

OOC

Type: Semi-freeform
Battlemap: No
Difficulty: Casual
Death: Disabled

A silly little challenge where you've been hired to work at an event inspired by Willy's Chocolate Experience and other such things.

Planned to take maybe 5-6 cycles, with a hard cutoff at 10 (god forbid). Will be using 3.09 rules, but you won't need a sheet.
 

Plutopia

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AD_4nXfbdDi975m6Z3Y_T4o9mi9RGMSdfpX8xJJXck6PHMKg8RWsUMUmP8IhvMyQc9fA6h9ZKQoqZyE6T2KIuZWU4SjdPXFe7cvKxj4OwIH4OsWywGxBEdEHwAEDx9eLaUD1dQO2Qf9iROHcGqpqQWPT28lCjqB_

Welcome to Sealing Team Seven, “The Good Smiles”

The Seventh Sealing Team are an elite Starcalled squad of MIT Fixers who are in charge of security operations.

They handle the hardest of the hardest jobs in the MIT Taskforce:
…keeping things out, and harder still, keeping things in…

MIT Sealing Teams fight using unique techniques designed to quickly and decisively end battles through teamwork, squad tactics, and overwhelming force.

They’re like a fantasy commando or swat team.

Content Inspirations: Arknights / Resident Evil 2: 4th Survivor / Rainbow Six / MGS Peace Walker / Left 4 Dead


Game Mode Explanation:

This is a rogue-lite dungeon crawler based on quickly dealing with enemies before they can get out of hand. Progress through various maps with your squad-mates to complete your mission.

The canon-level of this content is "Top Secret" it could have happened in the background of the main story, but probably didn't.

To play, you'll be creating a squad member NPC. You can post on any account you would like to earn rewards for.


The Mission:

The Good Smiles have mobilized to finish the job of sealing Mithra I.

To accomplish this, they'll need to retrieve RF-001 "Red Box".

Unfortunately, it has begun to leak. The Seventh Sealing Team has been briefed to prepare for the worst.


Enemy Concept:

Energy Gas Demons based around certain emotions. Different emotions are different enemy types.


Horde: A map mechanic representing hordes of enemies swarming. They supplement main enemies.

Tiles will fill up and can be attacked to lower the damage all horde tiles do as well as clear them.

Players can walk over these hazard tiles but will take damage.

Aoe is good against hordes since it’s 1 hp bar with multiple places to attack.

Hordes need to be kept in check while a map is cleared.




Player Guide:

Team Tactical Health= 30

–Players draw from this to replenish breakbars between encounters.


Players have 5 break bars, with 3 HP each.

[3] / [3] / [3] / [3] / [3]

–You can only lose one break bar at a time to an attack.

Break bars are like having multiple separate life bars. You lose them in order, and can never lose more than one to an attack at a time.


Saves reduce incoming damage, down to zero: 1d5 +X

Breach Tactics (Fort)

–Good against Melee and Area of Effect.

Scout Tactics (Reflex)

–Good against Ranged and Ambushes.

Field Tactics (Will)

–Good against Hordes and Regenerates Team Tactical Health.


Players have 2 Actions and 1 Bonus Action:

–Players can only use one special action per turn.
–Bonus actions are used on Team Stratagems.

Players have 1 base movement and can move diagonally:
–There are various effects and equipment that can raise this number.



Make a Character: (These are npcs played by players)


Welcome to Sealing Team Seven, “The Good Smiles”

The Seventh Sealing Team, The Good Smiles are an elite Starcalled squad of MIT Fixers who are in charge of security operations.

Choose a codename: It should be something themed around smiling.

Samples:

-Grin
-Chagrin
-Simper
-Beam
-Blush
-Cackle
-Giggle


Describe your operative: All Good Smiles are highly motivated team players.
(Reasons Differ.)

Nature: Gloomy, Positive, Gambler, Team Mom, etc.

Hobbies or Habits: Early Riser, Movie buff, Workoutaholic, Bonsai, etc.

Appearance: Aside from being decked out in knight-meets-swat gear, what does your Good Smile look like?


Choose your perks: 2 Slots

Stormer: Gain 1 temporary breakbar with 1 hp each encounter. You can’t move diagonally.

Infiltrator: You have 3 breakbars. Gain save advantage against hordes and ranged.

Medic: +2 to all Healing. Healing can spill over into new breakbars, up to max.

Terminator: Gain 3 additional mods.

Routine: Gain 3 additional tactics points.

Quick Strike: Eliminating a target allows another action. Triggers once.

Flush: Succeeding in a save grants an additional action next turn. Triggers once.

Athlete: +1 movement.

CQC: Can employ an additional Stratagem when engaged in melee.

Marksman: Can employ an additional Stratagem when not engaged in melee.

Sweeper: Can employ an additional Stratagem when adjacent to or damaging a horde.


Choose your Loadout: 7 Slots

1 Special Armament <Special Actions>

Any Standard Armaments <Actions>

Any Stratagems <Bonus Actions>

Any Mods <Add Passives to Armaments>


Choose your Tactics Levels (Saves): 5 points

Breach Tactics (Fort)

–Good against Melee and Area of Effect

Scout Tactics (Reflex)

–Good against Ranged and Ambushes

Field Tactics (Will)

–Good against Hordes and Regenerates Team Tactical Health


Choose your Squad Stratagems: (Do not stack from the same player)

–Suppression: Grants yourself and allies a bonus to all saves. (+2)

–Point Break: Grants self and squad attack advantage against an enemy for one turn.

–Dig In: If you don’t move, gain an action.

–First Aid: Restore Team Tactical Health. (+3)

–Rush: +1 movement to self and squad.

–Barricade: Place tiles that prevent Hordes from occupying or passing through it.


====================================================================

Equipment Catalog:


Special Armament <Special Actions>:


Burst:

====================================================================
RBR: Torrent (Rapid Bolt Rifle) // Range: 2

Heavy Recoil (Passive): -5 to a save of your choice on firing.

Sweeper+ (Passive): Gain the Sweeper perk when attacking. Stacks with Sweeper perk.

Multi Target (Passive): Each die’s damage may hit a different target.

Bolt Storm (Special Action): 3d3 +1d3 per Enhancer. 3’s explode into more rolls.

====================================================================

MEL: Gallant (Knight Arms) // Melee-Adjacent

Rapid Response (Passive): + 1 movement at all times.

Multi Target (Passive): Each die’s damage may hit a different target.

Slayer (Special Action): 1d5 + 1d5 per Enhancer. 3’s explode into more rolls.

Mind’s Eye (Normal Action): Gain +5 to a save of your choice and advantage on Slayer.

====================================================================


Reckless:

====================================================================
HEGL: Firework (High Explosive Grenade Launcher) // Range: 3

Long Barrel (Passive): Cannot be used in melee or adjacent to hordes.

Barricading Blast (Passive): Replaces 1 Horde tile with a Barricade in the attack area.

Area of Effect (Passive): All adjacent enemies to target take full damage.

Big Bang (Special Action): 2d10 + Enhancer damage.

====================================================================

AS: Warlock (Assault Staff) // Range: 3

Heavy Recoil (Passive): -5 to a save of your choice on firing.

Barricading Blast (Passive): Replaces 1 Horde tile with a Barricade in the attack area.

Line Drive (Passive): All enemies in a line take full damage.

Spell Storm (Special Action): 1d10 + Enhancer d10 damage. 1’s hit for 10.

====================================================================

Critical:

====================================================================
SBR: White Stripe (Siege Bolt Rifle) // Range: 4

Long Barrel (Passive): Cannot be used in melee or adjacent to hordes.

Heavy Recoil (Passive): -5 to a save of your choice on firing.

Piercing Rounds (Passive): Excess damage to break bars can spill over.

Eraser (Special Action): 1d3 x 1d5 + Enhancer damage.

Nesting (Normal Action): Gain Advantage on Eraser. Gain +5 to a save of your choice.


====================================================================
MEL: Good Night (Combat Knife) // Range: Melee-Adjacent

Agile (Passive): +3 to a save of your choice when attacking.

Piercing Thrust (Passive): Excess damage to break bars can spill over.

Eliminate (Special Action): 1d3 x 1d3 + Enhancer damage.

Eliminate II (Passive): Roll 1d10 after attacking, if the target has this hp or less, they’re defeated.
====================================================================

Other:

====================================================================
BAS: Bastion (Foe-Breaker Shield) // Range: Melee-Adjacent

Unbreakable (Passive): +3 to all saves at all times.

Mobile Barricade (Passive): Enemies and Hordes cannot move through you.

Cover (Special Action): Roll 1d3 + Enhancer
You may intercept that many attacks for allies within your movement range.

Blitz (Normal Action): Roll Enhancer d5 + save of your choice as damage.

Area of Effect (Passive): All enemies adjacent to you take full Blitz damage.
====================================================================

MS: Good Folk (Medical Staff) // Range: Melee-Adjacent

Unbreakable (Passive): +3 to all saves at all times.

Rapid Response (Passive): +1 movement at all times.

First Aid + (Passive): Activate the First Aid stratagem when healing. Stacks with First Aid.

Saint Touch (Special Action): Roll 2d3 + Enhancer and divy the amount as healing.

====================================================================
BLT: The Hoagie Grail (Bacon Lettuce Tomato)

Siesta (Passive): Lose 1 breakbar.

Delicious (Passive): When Enhancing the hoagie, gain +1 to all Saves and +1 Enhancer to all Standard Armaments.


====================================================================

Standard Armaments <Normal Actions>

Stable:

====================================================================

RBP: Ripple (Rapid Bolt Pistol) // Range: 2

Light Recoil (Passive): -2 to a save of your choice on firing.

Strafe (Passive): Gain +1 movement if attacking with Pepper.

Pepper (Normal Action): 1d6 + 1d3 per Enhancer. 3’s explode into more rolls.
====================================================================

AF: Evoke (Assault Focus) // Range: 3

Magus (Passive): If you’re equipped with Warlock, Evoke shares its Enhancer level.

Multi Target (Passive): Each die’s damage may hit a different target.

Piercing Flurry (Passive): Excess damage to break bars can spill over.

Spell Barrage (Normal Action): 1d2 attacks. 1 + Enhancer damage. 2’s explode into more rolls.
====================================================================

Wild:

====================================================================
EG: Helgarden (Explosive Grenade) // Range: 2

Long Throw (Passive): Cannot be used in melee or adjacent to hordes.

Area of Effect (Passive): All adjacent enemies to target take full damage.

Setup (Passive): Grants Helgarden’s Enhancer level to the attack after it.

Followup (Passive): Gains the Enhancer level of the equipment used before it.

Hot Potato (Normal Action): 1d10 + Enhancer damage.
====================================================================


Sneak:
====================================================================

SG: Mistral (Shotgun) // Range: 2

Heavy Recoil (Passive): -5 to a save of your choice on firing.

Multi Target (Passive): Each die’s damage may hit a different target.

Showstopper (Normal Action): 1d3 attacks. 1d3 + Enhancer damage.
====================================================================

BR: Locksley (Bolt Rifle) // Range: 3

Light Recoil (Passive): -2 to a save of your choice on firing.

Marksman+ (Passive): Gain the Marksman perk when attacking. Stacks with Marksman perk.

Piercing Rounds (Passive): Excess damage to break bars can spill over.

In the Rhythm (Normal Action): 1d3 x 1 + Enhancer damage.


====================================================================

Other:
====================================================================

BP: Desperado (Bolt Pistol) // Range: 2

Multi Target (Passive): Each die’s damage may hit a different target.

Setup (Passive): Grants Desperado’s Enhancer level to the attack after it.

Followup (Passive): Gains the Enhancer level of the equipment used before it.

Tumbleweed (Passive): Gain double the Enhancer bonus if this is your only weapon.

Quick Draw (Normal Action): 1d6 attacks. 1 + Enhancer damage.

====================================================================

MF: Lucky Charm (Medical Focus) // Range: 3

Suppression + (Passive): Gain the Suppression stratagem when healing. Stacks with Suppression.

Field Hospital (Passive): Shares an Enhancer level with Good Folk, if equipped.

Mending (Normal Action): Roll 1d3 + Enhancer and divy the amount as healing.

====================================================================

FG: Firefly (Flash Grenade) // Range: N/A

Kansas City Shuffle (Normal Action): Activate 2 additional Stratagems.
====================================================================



Mods <Add Passives to Armaments>

Stabilizer: + 2 to save when using Equipment's action.

Enhancer: + 1 to Equipment's action.



====================================================================
 
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Chako

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AliceShiki
Sure, let's try this madness~

  • Codename: Beam
  • Nature: Team Mom
  • Hobbies: Knitting
  • Appearance: Small, thin, short white hair
  • Perks:
    • Medic
    • Marksman
  • Loadout:
    • SBR: White Stripe (Siege Bolt Rifle)
      • Stabilizer
      • Enhancer
    • MF: Lucky Charm (Medical Focus)
    • First Aid
    • Rush
    • Barricade
  • Tactical Levels:
    • Breach Tactics (Fort) - 1
    • Scout Tactics (Reflex) - 2
    • Field Tactics (Will) - 3
  • Stratagems... Already on Loadout?

No solo run, please... Also, did I mess up somewhere? I'm not sure if I understood everything right.
 

Lune

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Warwolfer
Codename: Joy
Nature: No-nonsense
Hobbies: Reading book
Appearance: Face full of scars, blonde short hair, muscular with big stature, tan skin, blue eyes.
Perks (2):
-
CQC: Can employ an additional Stratagem when engaged in melee.
- Quick Strike: Eliminating a target allows another action. Triggers once.
Loadout (7):
-
MEL: Good Night (Combat Knife) + Enhancer
- RBP: Ripple (Rapid Bolt Pistol) + Enhancer
- EG: Helgarden (Explosive Grenade)
- Point Break
- Dig In
Saves (5):
-
Breach Tactics (Fort) - 2
- Scout Tactics (Reflex) - 1
- Field Tactics (Will) - 2
Squad Stratagem:
-
Point Break: Grants self and squad attack advantage against an enemy for one turn.
- Dig In: If you don't move, gain an action.

Comfortable running solo
 

Plutopia

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Plutopia
Z0wOVbC.jpg
6PnolDI.jpg


This is a super starcalled society, with 100% of these weirdos possessing some uncanny ability.
Our villages swirled with chaos and confusion following the appearance of the bozos, and then, we had an idea. We'd call those who fight for us and help solve our problems Heroes.
Oh, by the way! This is the story of how I became The Greatest Guild Manager in History!
-Emma Peasea

Content: The Ultimate DM Campaign of many sprawling softball quests.
Party Size: 1-4
Speed: Updates about once or twice a week.
Difficulty: Laid back. Expect dumb minigames and sometimes light battle encounters.
Genre: Slice of Life, Adventure, Low Stakes, Comedy
Canon Level: Terrasphere Legends. It probably happened. Maybe.



nZ82rjg.jpg

Welcome to The Remote-Central Frontier: The Home of the Remote-Central Adventurer Guild Branch, Bed, Breakfast, Notary, Bank, Community Center, and Post Office.

Currently understaffed, underfunded, and overwhelmed, this super important little wing of The Adventurer's Guild machine takes on the quests nobody is willing to do. Mainly, because they're the really annoying ones. And, because they have no choice.

People to Know:

cdmNDif.jpg


Reference

The Guild Branch Manager.

A lander girl from the farming boonies with big dreams of living the city girl life. Was tricked into working in an even more remote location on the edge of human civilization.

Has big dreams and even bigger problems. But's she's not willing to pack it up and go home to the pea farm just yet...

Looks up to Cessia. Unlike Cessia, she's just a little bit lazy. Or maybe a lot.

Or rather, your character.

Of course you have your own part to play in this. All the parts really, as the outcome of this story (supposedly) relies on you...

Choose an Origin Story:

1) Hey, you're finally awake:
You woke up one day after Emma found you on the Guild House steps. She nursed you back to health. Haphazardly. You don't remember why you're here or understand why you would want to help out around this place, and yet, you do.

2) Lion's Share (of Oofs):
You lost a bet at a Lion's party-tournament and now you're helping out---out here in the boonies. Because the locals are complaining that their quests aren't getting done. Do it for the little guy.

3) MIT-igation:
In the wake of the "troubles" and the "explosions" you took a promising deal from the MIT council to get a new research space or office. Unfortunately, it's a rental room and Emma's your landlord. MIT apparently wanted to try an experiment and see what it was like without you around. So far, they're liking the results.

4) Adventuring, in a sense:
The Adventurer's Guild gave you a "special" quest within a quest. If you can solve all the quests out here, they'll consider your quest complete. Then you can receive your reward. And maybe a rank up. Totally. That's totally on the table.

5) Exploring the possibilities... of survival:
Everyone died. Or, at least, you thought they did. They're out there, you just know it. And you're right, because that's the kind of story this is. You walk around with a photo and go "Hey have you seen these people?" with a very serious look.

6) "I live for this!" "Why?!":
You love the slow life. Or, you wanted to face a true challenge and have finally met your match out here where you find lost cows every day.


7) You're part of the Monster Hunter faction:
Nobody ever joined it, so of course this one's locked. Silly~

What happens here:

The Remote-Central Adventurer's Guild House (RC-AGH) gets shipped all the quests that other Guild Houses don't want to deal with. It's a dumping ground like how bad mail people throw away mail. Stuck with them, The RC-AGH does everything it can to clear out the inventory and hopefully find something more interesting and profitable to do. That never happens for long.

Quests will be released and voted on as Plu comes up with ideas. There will be a plotline sometimes when Plu remembers it.

The outcome of these quests can be influenced by the party. Just so long as it fits the tone.

Players can drop in and drop out the adventure. It's based around silly quests.
 
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