
"Hello! I'm not sure if you can hear me, but just in case you do, you are almost at the end of the first hedge maze..."
A voice echoed in your minds, but there was no way for you to respond to it.

"By the end of it, you need to look for the key to open a gate you will find later on, so like... Try to find it. I'm not completely sure where it is, all the golems we had sent before have found it in different locations. The only common element in all these encounters is that some slimes were nearby... So, look out for slimes!"
The voice of the faerin boy disappeared, leaving you all alone again.
Location: Labyrinth's Simulacrum - Surface Level
Time and Weather: Sunny. But how..?
The group was certain that they had entered a cave hours ago, when the Simulacrum had started. But after a couple tunnels, they have found themselves in a beautiful hedge maze, that was bathed with a light that came from a sky. What sky? No one knew. Looking up, there was nothing to see, except for a nearly blinding light, that strangely wasn't blinding at all when they weren't looking directly at it.
It gave the place a strange look at it. Making it feel fake, in a similar way as the Lahaiana Noon phenomenon, and turning the shadows extremely escarce.
The place wasn't hot, however. It was as cold as one would expect from a cave, so why?
They couldn't give it much of a thought, especially when the faerin's voice invaded their minds and warned they about the key...
Slimes... Slimes...
The group looked for them, and eventually, one little bastard appeared. It looked squishy and cute, with a sparkly gaze locked on the group. And it wasn't alone, three more appeared, all of them wary about their new guest.
And then... A more humanoid one showed up. It looked at the group sheepishly from the maze's wall, poking its head out with innocent curiosity. If its gaze met with someone's, it would giggle, and something that looked like a heart would skip a beat inside of its see-through body, before it hid back into the walls...
The wary slimes then hopped at your direction, with one of them shooting a spit of acid, trying to ruin someone's hair!
Hey! That was dangerous—!
CYCLE 1
Sounds of bubbly hops echoes through the hedge maze...
- Everyone starts at B1 and may move and/or act immediately.
Hedge Maze's Wall - Difficult Terrain. Whenever moving out of this zone, spend 1 extra movement. (Roll DC 40 Physical Expertise to overcome). The Slimes and the Slime Girl ignore the Difficult Terrain.
Searching - You may search in the surrounds to try to spot the key. Roll an appropriate Knowledge check. If you roll above 30, you successfully check your Zone. If you roll 60 and above, you successfully check your Zone and the ones adjacent to it. Finding the Key will trigger a special mechanic in the following Cycle.
Slime Girl
Bouncy - Slashing this Slime is hard. When attacking it, deal half of the damage if the dice roll was odd. You can choose to deal full damage regardless, by sacrificing 10 HP.
Regeneration - It regenerates 50 HP at the start of the Damage Phase.
Corrosive Touch - It applies 1x Melting stack when attacking a target.
[ Roll appropriate DC 40 Craft or Artistic Expertise Check to modify the Slime. This swaps Corrosive Touch for a brand new Passive based on what you did ]
[ Roll appropriate DC 100 Cumulative Social Expertise Check to convince it to help you one Cycle ]
3 Movement
+2 Range
D5 [500/500]
50 DP: Dry. Removes the Regeneration passive for one Cycle.
200 DP: Spongify. Removes the Bouncy passive of the slime for the rest of the Encounter.
500 DP: Melt. It becomes unavailable for the rest of the Encounter.
Slime
Split - At the start of the Damage Phase, if the Slime was damaged, it turn into two Slimes with both evenly sharing the remaining HP. If the Slime was reduced to 0 HP, it turn into two 1 HP Slimes.
Regeneration - It regenerates 50 HP at the start of the Damage Phase.
Corrosive Touch - It applies 1x Melting stack when attacking a target.
[ Roll appropriate DC 40 Craft or Artistic Expertise Check to modify the Slime. This swaps Corrosive Touch for a brand new Passive based on what you did ]
2 Movement
+1 Range
B3 [100/100]
C3 [100/100]
D4 [100/100]
B5 [100/100]
25 DP: Dry. Removes the Regeneration passive for one Cycle.
50 DP: Sticky. Removes the Split passive of the slime for the rest of the Encounter.
100 DP: Melt. It becomes unavailable for the rest of the Encounter.
Attention! DP Mechanic!
SP is no longer a thing. Whenever you use Hinder, Disrupt, or anything that would usually deal SP damage, it nows generates DP (Disruption Points) instead.For THIS PLAYTEST we will have the following approach:
When you generate DP with any Action, you may immediately spend it in your turn to cause a DP effect. Any DP leftover that you don't spend will be added into the Team's DP pool. Anyone may use the Team's DP pool to trigger the DP effects, and they can even, during a turn they are rolling DP, use the Team's DP pool to complement their roll.
The Team's DP can't be converted into damage via Alter Hinder. The Team's DP only expires at the end of the Encounter.
Cycle 1 Rules
- No word limits. But small posts are recommended for the sake of pace.
- The next Update will be in the Weekend. There will be no lenience or Update post poning.
- The objective is to playtest, so use everything you can think of, and try to abuse the system if necessary.
- @Vina Skysong @Glamora Dark @Sakura Wind @Bluebird
- Your must use this gdocs (provided by Tarkya). Create a copy of it (by clicking on the files tab) and put everything you need in the sheet.
- Your Masteries must be 2 Rank E Masteries, and 1 Rank D Mastery.
- Your Expertises follow the same ranks.
- For Equipments, consider one of them is Rank D, and the other two are Rank E. There is no restriction for it being the Armor, the Weapon or the Accessory.
- For rolling Expertise Checks, rolling one is considered a Free Action. You can only roll one Expertise Check per Cycle. You can combine it with one other Expertise or Mastery of your choice, if it is appropriate.
- If you need help, tag me in Discord or message me through the site.
Code:
[hp=100]100[/hp]
[status]Vulnerable/Protected
+X HP
-X HP
+X DP
-X DP
[/status]
Post goes here
[action]
Rolls and actions go here
[/action]
Build Sheet (Link to your Tarkya's Google Docs sheet)
Team's DP: XXXX
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