Complete Main Story Vintergard (S4) Operation Siren Silence

Ashifili*

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Operation: Siren Silence
Cycle 2 - Dragontail





A decisive onslaught!

Seizing the moment where no one's resources were exhausted, where no one had yet to fear the scepter of death, @Cynna drew out the shadows that seeped beneath the twilight colorations of Rice Shower. In one instant, Hard Plume was bathed in darkness, her mobility compromised, all her fanciful sensors relaying a singular image into her neuro-brain: the haunting run of a ghostly horse, each hoofstep echoing in her mind.

It was hypnotizing. Entrancing.

It did not last.

Shadows pulled away, revealing the Saviors that surrounded her. Lightning struck twice, @Nyancy and @Aerial's synchronized blows scorching the azure plate and frying surface-level circuitry, but it was @Jin's contagion that that caused her frame to seize up. Something had gotten into her, something that applied scientific understanding within magical application, changing the very properties of the materials that composed her…but what of it? Black fluids, viscous and hot, spurted out from every opening in Hard Plume's body, an emergency expulsion that dispelled the unnatural creation.

That black rider had gotten past, but for all the threat he presented to her siblings, Heavy Plume understood her priorities and leveled her gun upon those that remained. Up close, the Displacer Cannon was even larger than the clustered Starcalled could have imagined, a weapon that in the hands of the sleekly-designed Regulator looked…like a sawed-off shotgun.

The trigger was pulled and light became sound.

A thousand pellets smashed into the Starcalled, followed by a shockwave that sent both rider and steed reeling back! And as they recovered, scrambling to right themselves and continue the chase, it was a recovery just swiftly enough to watch as a star fell from the skies. Shrapnel and flame struck all equally, mercilessly, and only Thunderstruck was spared the worst of the combined assault by @Valmont's Arcanamancy.

Cepheid (@Jester) and Event Horizon, streaming out from the smoke and debris, had been quick enough on their feet to avoid the hellfire that had almost visited them, and could see clearly the culprit of that secondary attack.

Smoke rose from the culprit of that second shot as Baby Magnum re-leveled and reloaded one of her cannons, even as sparks scattered from the other one. @Madison Freebird's rifle shot had landed true, piercing into a joint and preventing the second cannon from aligning and completely wiping out the backliners, but that miraculous shot had earned her the ire of Old Fashion. She was scarred, after all. The one most accustomed to melee, the one that marched to the front to scatter her foes, while Hard Plume displaced and Baby Magnum bombarded. So to have both sisters be in harms way, whilst only a loudmouthed swordsman struck a glancing blow against herself?

Plasma heated up, her heavy gauntlets growing incandescent with the latent heat.

It was unacceptable.

One scorching fist impacted @Schilva Flasch, enormous enough to send Twin Turbo Kai Ni almost into the side of the canyon wall, before Old Fashion wheeled around to clap both her hands together and cascading the darkly-garbed Sheriff with azure flames. It was a baptism in inferno, a blinding veil followed by an excruciating pain, and when the Sheriff could see once more…she saw Old Fashion looming there still, ready to continue what they had begun.

But their surroundings had changed.

Lights zipped by in the narrow interior of the Dragontail as hooves pounded and wheels screeched. The air pushed into them was cold and metallic, stained with the stench of rust and flame. It had been a small space even for adventurers on foot, a proving grounds stripped of valuables and strewn with discarded plating. Now, upon Magisteeds? The winding corridor became deadly, forcing tight turns to keep up the pursuit of their enemy, who themselves moved with an inhuman certainty stemming from having programmed the path of the Dragontail into their very hardware. If the Starcalled slipped up, they would fall behind. And if they fell behind, that meant they would only continue to be bombarded by Baby Magnum's cannons.

Or, perhaps, they would be consumed by the Sentries that zipped to-and-fro first. The flying drones, too slow to keep up, nevertheless tried to catch the Starcalled off-guard, flinging their bodies in the way of the Magisteeds in an attempt to impede them. Four of the Sentries even managed to latch onto two members of Emergency Response, emitting a throbbing crimson light.

Many of squad was injured, and their formation was beginning to scatter, lengthen.

Would the Dragontail be their grave? Or would the Starcalled break through, and return to day?
 

Ashifili*

❮ II. Dungeon Knave ❯
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Cycle 2 - Mechanics

Thread Rules
Code:
[hp=current player hp]max hp[/hp]
[bar=current horse hp]max horse hp[/bar]
[status]
Zone:
Vulnerable | Protected (remember that Magisteeds automatically Protect their rider)
[/status]

Post Here

[action]

[/action]
[spoilerleft]
[spoiler=Magisteed Sheet]
Name:
Pseudo-Personality:
Mastery Ability:
[/spoiler]
[/spoilerleft]
Play Sheet Link
Emergency Response
Hard Plume | Baby Magnum | Old Fashion


❰ 2061 / 3333 ❱

❰ 1 / 333 ❱

❰ 46 / 333 ❱

❰ 313 / 333 ❱

Objectives and Mechanics
  • At the end of every cycle, the three enemies will perform their attacks.
  • Enemies share an HP bar, but possess individual SP bars.
  • From Cycle 3 onwards, enemies who do not have emptied SP bars will perform Empowered Attacks.
  • If an enemy has not received a melee attack during the Cycle, they may move one Zone to be at a more advantageous position for their attacks.
  • With Critical learned, enemies roll a 1d8 before dealing damage. On an 8, damage is doubled, and no subsequent enemies can Crit for the remainder of the cycle.
  • The Players objective is to survive and destroy the Emergency Response trio before the end of Cycle 5.

CYCLE 2 Mechanics
  • No Criticals landed.
  • @Schilva Flasch and Twin Turbo Kai Ni won the race last Cycle. They have Infinite range this Cycle.
  • Four Sentries have emerged from the ruckus in the Dragontail to assist Emergency Response.
  • Each Sentry possesses 50 HP, and if not destroyed by the end of Cycle 2, will negatively impact the next Cycle, either through Interception or Communication, before removing themselves from the Map.
  • The cramped quarters of the Dragontail makes it difficult to fight while dodging obstacles. At the start of your turn, make a DC 50 Reflex Save to make tight turns and jump over shattered machinery as you pursue your foes. On a failure, move 1 Zone back before beginning your turn.

Map
  • The Map can be found here. We are now on Slide 2. Click and drag your character's icon when you use Steering or other bonus actions to move them, and adjust from there. I have already resolved all Speed Checks for this Cycle.
  • If you don't have access to Google Slides, let me knowwwww.


Cycle 1 Damage


  • @Cynna, Rice Shower, @Aerial, @Valmont, Aes, @Nyancy, and Mayano Top Gun take 40 HP Damage from Hard Plume's Zero-Point Displacer Blast, are Knocked Back into Zone 2, and then take 30 HP Damage from Baby Magnum's Horizon-Crossing Artillery Blast.
  • Thunderstruck, being Protected, takes 20 + 15 HP Damage.
  • @Madison Freebird and King Halo take 30x2 HP Damage from Old Fashion's Plasma Weave Discharge.
  • @Schilva Flasch and Twin Turbo Kai Ni take 30 HP Damage from Old Fashion's Plasma Weave Discharge.

Magi-Steed Details



These Magi-steeds were based off of the personalities of six legendary horses, enabling them to act upon their rider's instructions with little need for monitoring. However, these same personalities cause particular habits to form when moving, which may either positively or negatively affect the rider and the steed.

When selecting a Magi-steed, choose one of the below Personalities to apply to them and note it down in your Magi-steed Sheet. Note that you may name your Magi-steed whatever you wish.

  • Twin Turbo:Reckless and possessing tremendous energy, Twin Turbo releases everything immediately, and will always seek to reach the front of the pack, regardless of consequences.
    • All Out, Always: When making a Speed Check, gain a +5 bonus, which is reduced by 1 for every Cycle that passes. A bonus action can be used to cancel the reduction.
  • King Halo: Granted a soul that would not be overcome regardless of loss, King Halo runs with their head held proudly, resilient in the face of tribulation.
    • Noblesse Oblige: Speed Checks are unaffected by melee attacks received from the prior cycle. When Magi-steed HP is reduced to 0, does not damage the rider upon explosion.
  • Shinko Windy:A steed with a teasing sense of humor and an explosive fighting spirit, Shinko Windy bares their teeth with the ferocity of a lion, always happy to charge into the fray.
    • Habitual Biter: Rider's melee damage increases by +20, as the Magi-steed supports them. If not in melee range, will drop Speed in order to enter the next non-empty Zone.
  • Seeking the Pearl: Star-studded and glamorous, Seeking the Pearl is most at home in the unknown, leaping into dangers without fear and possessing an unmatched self-confidence.
    • Quixotic Wanderings: Magi-steed receives half-damage from environmental effects, and if their natural save modifier is lower than 25, roll saves with advantage instead.
  • Rice Shower: An assassin, a pursuer, Rice Shower possesses the dogged determination to follow behind her target, no matter where they may go, whether it be front, back, or center.
    • Heel or Hero?: At the Start of Combat, choose a target, whether enemy or ally. When making Speed Checks, roll three times. The one closest to the Target is selected. A bonus action must be used to set a new Target for the next cycle.
  • Mayano Top Gun:The miraculous all-rounder genius of running, Mayano Top Gun has all the faults and merits of a prodigy, capable of absolute domination...but only when they feel like it.
    • Kaleidoscopic Prodigy: Rather than making a Speed Check, roll a 1d3 instead. On a 1, their Speed is 1 above the highest Speed Check. On a 2, their Speed is 2 below the highest Speed Check. On a 3, their Speed is 3.



These Magi-steeds must intake the biometrics of their rider before they accept them upon their back. With a drop of blood (or whatever Magia bleed out), the forms of the Magi-steeds are contorted further, activating various attributes and abilities, as well as gaining a 'form that best matches the aesthetics of their rider.'

When inputting your biometrics into your chosen Magi-steed, select one Mastery to be input. In return, the Magi-steed gains...

  • HP: Matches the HP of the rider, excluding passives that give HP bonuses.
  • As One: Passive. Rider and steed are treated as one when making saves or when taking damage.
  • Guardianship: Passive. While the steed's HP is above zero, the rider is Protected.
  • Self Destruct: Passive. When the steed's HP reaches zero, the steed explodes, dealing 75 flat damage to the rider and 150 flat damage to every enemy target in the zone after a Speed Check is made.
  • Steering: Free Action. The rider can adjust the steed's Speed Check by a value of Base Movement/2, rounding up. This value takes to account passives, but not buffs or bonus actions.
  • Drafting: Bonus Action. All allies behind the steed move one Zone further.
  • ???: To be determined after a Mastery is input.

@Aerial - Shinko Windy – Aeromancy
FALLSTREAK HOLE – Action. Perform Steering, but apply to all individuals within the Zone, moving them a number of Zones equal to Base Movement/2, including passives but excluding bonus actions and buffs. Shinko Windy can choose which ones are moved forwards and which are moved backwards.​

@Jin – Famine – Hemomancy
BLOOD IS FUEL – Famine does not Protect Jin, but their HP bars are fused together. Every time 25% of Max HP is lost, can choose to deal 100 flat damage to all enemies within the current zone as a Bonus Action. If done so, reduce Max HP by 25%. When HP hits zero, Jin is ejected at 1 HP and spared the subsequent Self-Destruction.​

@Nyancy – Mayano Top Gun – Weapon Arts
PERFECT CONDITION – Once Per Challenge. Mayano Top Gun gets serious. Instead of rolling a Speed Check, choose which Zone to be in. If this is Zone 10, your Speed for determining the fastest horse is considered to be Infinite. Double your MR and WR and gain an Overshield of 30 for this cycle and the next.​

@Madison Freebird – King Halo – Shadow Arts
MIDNIGHT WATCH – Bonus action. King Halo summons shadowy sceptres behind it, granting boons to allies or rider. The number of sceptres equals the Speed Check made at the start of the cycle, and each sceptre can grant either a stackable +5 damage modifier, a stackable +5 Overshield, or a stackable +1 range to any ally behind King Halo.​

@Cynna – Rice Shower – Shadow Arts
LET'S ELOPE – Once Per Challenge, at any time, Rice Shower can choose any of her unselected Speed Checks and transport her target and herself to the Zone in question. If the target is an enemy, increase all damage dealt to them on this turn by 20. If the target is an ally, reduce all damage dealt to them in the following damage cycle by 20.​

@Schilva Flasch – Twin Turbo Kai Ni – Dynamism
SCHILVA, GO! – Once per Challenge. Must be declared before any rolls. Twin Turbo is set to Zone 1, and Schilva is flung off the Magisteed, shooting through Zone 1 to Zone 1d10. Damage dealt by Schilva this cycle is dealt to all valid targets within the range of his flight. At the end of his turn, Schilva takes Zones Traveled x 10 HP damage and is considered unmounted.​

@Jester – Event Horizon – Astramancy
FUTURE BRIDGE – Action. Event Horizon folds space around it, creating a two-way warp hole between the Zone in front of it and the Zone behind it. When allies and enemies enter one of the warped Zones, they may choose to be immediately transported into the other warped Zone. When certain enemy attacks enter one of the warped Zones, there is a 40% chance that they will be sucked up and transported into the other warped Zone, thus avoiding the Zone in between.​

@Valmont - Aes - Arcanamancy
STAINLESS HEART - Action. Aes, composed of Arcanamantic clockwork, swaps out its internal workings with another Magisteed within range, subsequently swapping Magisteed HP values. When this is done, recover 1d20 of Aes's HP afterwards, up to its Max HP. If the HP swapped is greater than Aes's MAX HP, gain the excess HP as Overshield.​



In this Challenge, mounted movement is the only way one can hope to catch up with Emergency Response. The temperamental nature of the Magi-steeds, as well as the Starcalleds' own limited experience with mounted combat, means that it's not possible to move with the same accuracy that one would with their own two feet.

As such, a Speed Check is made at the start of every cycle to determine which Zone your Magi-steed brings you to, before you are able to modulate that positioning with your bonus action. After positioning is settled, one may use remaining actions as they please to target enemies or allies within their range.

  • The dice to roll for a Speed Check is a 1d10.
  • Each melee attack you receive will reduce your next Speed Check by 1.
  • If your Magi-steed makes the highest Speed Check after applying all Magi-steed abilities, you gain infinite range for your actions on the next cycle. For the purposes of Hyper Awareness's damage buff, this means you gain a +60 damage buff. Alternatively, you can have infinite range attacks count as melee.
  • For the purposes of Momentum damage, treat your Speed Check before applying Magi-steed abilities as your Movement.
  • If your Magi-steed is destroyed, you must make a DC 80 Reflex Save to jump onto the back of someone else's Magi-steed. That individual must be within two Zones of youon the cycle before your Magi-steed was destroyed. You will no longer be Protected.
    • Failing that, someone else on the next Cycle, if they arrive within two Zones of you, can use their Action to pick you up.
    • Failing that, one of two things can happen. If you have the Speed passive, roll a 1d4 for your Speed Check and continue your turn as normal. If you do not have the Speed passive, or your Speed Check has been reduced to negatives due to melee attacks received, you are considered to be out of this challenge, but not dead.


 

Madison Mortiere

Magia
H
NG+
Messages
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160 / 220


King Halo HP: 120/180
Zone: 5
Vulnerable and Protected


It wasn't the whole gotta steer this steed around, between, and over piles of wreckage and fallen stone thing that gave Madison trouble. Have you seen her reflex stats? Top tier.

It was the little sentry bots that Emergency Response spat out that proved to be an issue.

As the gunslinger took aim, she quickly realized that she'd need to switch over to her revolvers to have a chance of keeping up with the little fuckers. Even with Deadeye's time dilation and boosted physical abilities, the mechanical pests zipped around her at a speed it was difficult for her to keep up with.

King Halo galloped on, doing its best to keep out of the way of Old Fashion's wild swings. Madison tracked one of the sentries as it flew around her left flank. And with a quick pull of the trigger, it didn't so much explode or vaporize as it simply decided to no longer exist. A fine mist of steel and circuitry that drifted away on the wind.

Satisfied that she did something, the sheriff turned her sights on the massive robot before her.

And System took that personally.

Rolls



Reflex Save
1d100 (64) + 80 = 144

(PASSIVE) Controller
Madison Freebird
Ranged Weapons S | Attack gains 30 extra SP damage.

Bonus action: Midnight Watch - Speed check 5; King Halo summons shadowy sceptres behind it, granting boons to allies or rider. The number of sceptres equals the Speed Check made at the start of the cycle, and each sceptre can grant either a stackable +5 damage modifier, a stackable +5 Overshield, or a stackable +1 range to any ally behind King Halo.

@Aerial - 2 sceptres, +10 damage
@Jin - 1 sceptre, +5 damage

Action:
1d100 (94) + 25 + 25 + 20 = 164
164 damage
Ranged Weapons | Madison Freebird | 1489c2 | attacking Old Fashion sentry 1

Activating Twice

Multi Attack

1d100 (8) + 25 + 20 + 1d100 (1) + 25 + 20 = 49.5 (Critical Failure...)
49.5 damage

You are Vulnerable.
Ranged Weapons | Madison Freebird | 1489c2, attacking Old Fashion

Old Fashion SP: 283/333

Emergency Response HP: 2011



Name: King Halo
Pseudo-Personality: Noblesse Oblige
Mastery Ability: MIDNIGHT WATCH – Bonus action. King Halo summons shadowy sceptres behind it, granting boons to allies or rider. The number of sceptres equals the Speed Check made at the start of the cycle, and each sceptre can grant either a stackable +5 damage modifier, a stackable +5 Overshield, or a stackable +1 range to any ally behind King Halo.

Play Sheet Link
 
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Jin

H
Messages
324
Gold
0
Mastery
0
Valor
35
Event
0
Special
0
320 / 320


Jin and Famine share an HP total
Zone: 5
Vulnerable


Wildly they wound round the belly of the beast. Vintergard threw obstacles at every turn; but as they glided over difficult terrain without batting an eye, Famine seemed dauntless. It did not mind the topography, nor did it seem to be phased by anything else. It's eyes were ever pointed forward, toward the goal.

The first stroke managed to stall the enemy. It also managed to test his hypothesis about how said enemy would respond to an unknown variable. As the Automation purged the foreign ailment from its interior, the superheated, sickly vapor congealed and rapidly seeped down toward the ground, where it began to slide and slither like a serpent as it made a mad dash toward its progenitor. Jin's blood curse was invective, so long as it managed to get inside and taint the circulatory system of its victim, he started to learn about them. Because of Famine, he was able to imprint the curse onto oil, which became a translator.

With his viscera creeping back up the haunting steed's legs without it ever breaking stride, he allowed Famine to convert the oil back into a form it could use. Efficiency was everything, after all. "So it was able to purge itself," he observed. "Very well. Let's perform another test..."

Old Fashion was in his sights now, and the previously untouched Magia constituted a prime target. Were they able to communicate on the fly, or did they require an operator to conduct between them? Did they become instantly aware of things that happened to one another? How advanced were their logic engines?

So many fascinating questions, all born of the same desire.

Jin wanted to dissect the enemy.
"This time, with feeling."

Without hesitation, he bonded his curse to the oil and fed it through the creature's chassis, whereupon it vaporized. A loud gust of air came from beneath the darkness of his robes as the mount expelled a grotesque smog, fanning out around Old Fashion and seeking to invade its inner workings with much more sinister intent than its compatriot had fallen victim to.

Rolls


Zone 3 -> Zone 5
Ultra Hinder




Name: Famine
Pseudo-Personality: King Halo
Mastery Ability: BLOOD IS FUEL – Famine does not Protect Jin, but their HP bars are fused together. Every time 25% of Max HP is lost, can choose to deal 100 flat damage to all enemies within the current zone as a Bonus Action. If done so, reduce Max HP by 25%. When HP hits zero, Jin is ejected at 1 HP and spared the subsequent Self-Destruction.


Save
1d100 (53) + 15 = 68 > 50 Success
Reflex | Jin | 1489c2

Ultra Hinder
2d100 (61 + 89) + 15 + 15 + 10 + 5 + 50 =
245 SP damage
You are Vulnerable.
Hemomancy | Jin | 1489C2

Emergency Response HP: 2011
Old Fashion SP: 38/333

Play Sheet
 
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Aerial

H
Messages
107
Gold
0
Mastery
0
Valor
4
Event
0
Special
0
Dormouse
70 / 140
[ 85/120 ]
Zone: 4
Vulnerable | Protected

Thunderstruck's inorganic systems allowed him to realize they were fucked. Unfortunately, there'd been no time to react, no chance to dodge the incoming attack.

Shrapnel scratched any exposed skin, one particular piece managing to break through. Aerial winced but the worse had yet to come. A shockwave brutally shoved the duo. Thunderstruck's hooves dug into the ground as he tried to stabilize his balance and movement.

Meanwhile, Aerial's palms pressed against her ears. She'd heard a pop and experienced a rush of pressurized pain; the experience reminiscent of airplanes breaching higher altitudes. Thunderstruck lightly nipped her, refocusing her rattled brain.

Luckily, both recuperated in time to avoid the suddenly claustrophobic-inducing path and dodge any scattered debris. Aerial caught her breath, the shockwave having knocked all air out of her, before hanging onto her bumpy ride as if her life depended on it. Because, well, it did.

As they closed the distance, shadowy spectres raced alongside them. Aerial and Thunderstruck shared a grin when they felt their powers amplifying. Best to make use of it now while they had it.

Fingers produced lightning that arced into one stroke. A dark aura eerily rose from the electricity like smoke, courtesy of their temporary riding companions. The bolt split off when it hit the giant mech and ricochetted toward the little bot.

Rolls

Reflex Save
1d100 (54) + 20 = 74
74 > 50 = Success!
`Reflex | Aerial | 1489C2`

Movement: 2 -> 4

Multi Attack on Old Fashion
1d100 (42) + 10 + 5 + 10 + 1d100 (42) + 10 + 5 + 10 = 134
+ 10 from Midnight Watch
144 damage
You are Vulnerable.
`Aeromancy | Aerial | 1489C2`

Emergency Response 1876/3333 HP

Twice Activated | Aerial | 1489C2 ```You may perform another action this cycle.```

Sharp Attack on Old Fashion's Sentry Bot 2
1d100 (7) + 10 + 10 + 5 + 10 = 42
42 damage
`Aeromancy | Aerial | 1489C2`

OF Sentry Bot 2 8/50



Name: Thunderstruck
Pseudo-Personality: Habitual Biter Rider's melee damage increases by +20, as the Magi-steed supports them. If not in melee range, will drop Speed in order to enter the next non-empty Zone.
Mastery Ability: FALLSTREAK HOLE – Action. Perform Steering, but apply to all individuals within the Zone, moving them a number of Zones equal to Base Movement/2, including passives but excluding bonus actions and buffs. Shinko Windy can choose which ones are moved forwards and which are moved backwards.
Play Sheet Link
 
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Jester

M
Messages
69
Gold
0
Mastery
0
Valor
20
Event
0
Special
0
160 / 160


Zone: 10
Vulnerable | Protected


Surfing the horse through the Dragontail, Jester's thoughts momentarily gave the battle a moment of respite as she wondered how different things would be if she hadn't botched that spell. She still had to find Haito and make sure he was okay. Not just in the physical sense, but he was kind of the last person to see her alive, and it was probably like watching someone be drowned by an octopus.

As she picked the most isolated target of the emergency response trio at first, the combination of her less speedy allies made Old Fashion a much less appealing target as one of the only notable people to her had decided to, with perhaps as much confidence in the current scenario as Jester had, turn his assault into an experiment. What an enjoyable way to perceive the battlefield, her inner science teacher agreed with a snicker.

With Hard Plume and Old Fashion getting barraged by team attack after team attack, Jester- sorry, Cepheid and Event Horizon both had the same shared thought, and they could feel how much more shared it was than any other thought prior with how it rang out twice in their minds.

Baby Magnum has had it too good for too long.

The front of the pack was going to belong to Cepheid, or there was no point in calling herself the Photoprophet, and it was too cool of a name to just let fall to the wayside already. After some deft dodging on Horizon's part and a bit of deft footwork, the disguised magia finally lowered herself back down onto the equine's back, and with the weight of one gliding through the cosmos the duo charged forward the rest of the way to close the gap of the accelerating new model.

As they neared the target, she stood once again, enjoying the amount of surfer flick crossover this sci-fi western was getting. This sort of wacky vibe suited Cepheid just fine, and she reveled in the humor of the mission's context while affixing her staff to Event Horizon's head like a long, masterwork unicorn horn.

Then she stood and pointed just ahead at Baby Magnum with her other hand on her hip. "While your friend back there gets an oil change from Doc von Arteriell, let's see which of us new models is made of a stronger material~!"


Taunting (Baby Magnum 450)




She bent her legs, which began to glow beneath her robes as they pulsed with the many colors one could find in the night sky, and then she leapt full force at Baby Magnum. Much like Cooper the Quick Capybara she bashed into it and kicked off of it with a pinball bounce, landing back on her horse thanks to those college-level physics packets she did in tenth grade. And some current day efforts, but definitely the packets too.

Rolls



Save
2d100 (Advantage) (45, 31) + 10 + 5 = 60 (Success)
Reflex | Jester | 1489C2

Wild Attack
2d100 (39 + 37) + 30 + 44 = 150
150 damage
Next cycle (-10) if you make a save roll.
Dynamism | Jester | 1489C2



Name: Event Horizon
Pseudo-Personality: Seeking the Pearl: Star-studded and glamorous, Seeking the Pearl is most at home in the unknown, leaping into dangers without fear and possessing an unmatched self-confidence.
Quixotic Wanderings: Magi-steed receives half-damage from environmental effects, and if their natural save modifier is lower than 25, roll saves with advantage instead.
Mastery Ability: FUTURE BRIDGE – Action. Event Horizon folds space around it, creating a two-way warp hole between the Zone in front of it and the Zone behind it. When allies and enemies enter one of the warped Zones, they may choose to be immediately transported into the other warped Zone. When certain enemy attacks enter one of the warped Zones, there is a 40% chance that they will be sucked up and transported into the other warped Zone, thus avoiding the Zone in between.
  • HP: 160/160
  • As One: Passive. Rider and steed are treated as one when making saves or when taking damage.
  • Guardianship: Passive. While the steed's HP is above zero, the rider is Protected.
  • Self Destruct: Passive. When the steed's HP reaches zero, the steed explodes, dealing 75 flat damage to the rider and 150 flat damage to every enemy target in the zone after a Speed Check is made.
  • Steering: Free Action. The rider can adjust the steed's Speed Check by a value of Base Movement/2, rounding up. This value takes to account passives, but not buffs or bonus actions.
  • Drafting: Bonus Action. All allies behind the steed move one Zone further.
  • ???: To be determined after a Mastery is input.

Play Sheet Link - Heavy Armor not Medium Armor

Emergency Response 1861/3333 HP
 
C

Cynna

Guest
70 / 140

70/140 Rice Shower

Zone: 8 (attacking from here at round start) -> Zone 9 (Steering)
Vulnerable | Protected (via Rice Shower)
Heel or Hero: Hard Plume
[twice is gone for thread]


Cynna could only muster a----

“Well, shit.”

---Before the counterattack began. It was like Hard Plume was doing shotgun nunchucks as everything seemed to go bright and loud.

Just then, Cynna felt Rice Shower tip her over to the left as it moved its right flank to try and turn herself into a make-shift broadside cover, but Cynna quickly righted her.

"In sickness and in health, honey."

Cynna sank low in the saddle and let Rice Shower charge head on in the slimmest profile they could both manage, the briefcase, Athena, was held with both hands by Cynna in front of Rice Shower's chest. It was a full clench your buttcheeks and brace maneuver as all hell broke loose.

***

"Holy crap we're alive, nice going Rice Shower, we're getting you the goddamn horsey medal of honor if we make it out of this."

Cynna laughed which made her ribs hurt. Rice Shower just didn't quit. Hell, she was Rice Tropical Storm at this point bringing the rice floods.

"EVERYONE STILL ALIVE?! IF YOU'RE DEAD SOUND OFF, AND IF YOU'VE GOT ARMS, GOOD ENOUGH! BECAUSE TODAY LEGS ARE OPTIONAL! WHATEVER WE DID CLEARLY PISSED THEM OFF SO KEEP PISSING THEM OFF PARTNERS! WINNER WINNER, LET'S GET THAT CHICKEN DINNER! HOOH RAH!"

The only 'whole bucket list in one go' statement had been pretty apt for Cynna, between the wincing ribs, bloody forehead, sootbath, and the sparking Rice Shower hanging in there with a gentle and certain ferocity, Cynna was having the time of her life. Literally, because where there was a bucket list, there was a checkov's bucket. Perhaps sensing that, Cynna was trying to roleplay all her favorite war movies at once. Thankfully, she had the collective munitions to do just that.

"Okay Athena! Let's try something with a bang!"

The briefcase complied and with a golden glow, manifested an arcanamancy siege sniper rifle. Normally, for Cynna, accuracy would be a bit of a concern, but this essentially portable cannon was loaded with high explosive rounds. Athena and her production skill knew her handler. Even so, they were hurt and going over rough terrain, so things were messy to say the least. Leaning into Rice Shower, Cynna tried to slow her breath as the scope bobbed and swayed, she was aiming behind her to help mop up an annoying little drone singing the number 42.

"haaaah..."

SHOOM


The arcanamancy shell flew out with a thunderous roar pushing Cynna further, and painfully into Rice Shower with its recoil, Cynna seemed to have missed... for a moment, until the round exploded on strike the ground, taking out the drone. Cynna was probably a twinkle in the distance, but she gave @Aerial a thumbs up for encouragement.

"No time for a party just yet though..."

Swinging forward this time, the sway was considerably less as Rice Shower helped brace the sniper rifle. Cynna pulled the bolt action which readied the next shell. In the distance, through the scope, she could see @Jester doing some promo-work for the next Quicky Cooper game, and frankly, Cynna could respect the hustle.

"Alright showgirl, let's give you some cover, yeah?"

Cynna kept her scope trained on Jester and Nyancy's horses, ready to provide support fire to cover them from any further incoming damage.


Rolls



@Plutopia
Save
1d100 (75) + 35 = 110

Reflex | Cynna | 1489C2

***
Bonus Action:

Spend a bonus action to gain +2 range instead of +1 this cycle.

***

@Plutopia
Ultra Protect
2d100 (8 + 47) + 10 + 10 = 75
75 damage to OF Sentry Bot 2 0/50
Give 2 allies within range the Protected State. You are Vulnerable.
Arcanamancy | Cynna | 1489C2

Event Horizon (Jester's Horse) and Mayano Top Gun (Nyancy's horse) are PROTECTED





Name: Rice Shower
Pseudo-Personality: Rice Shower
  • Heel or Hero?: At the Start of Combat, choose a target, whether enemy or ally. When making Speed Checks, roll three times. The one closest to the Target is selected. A bonus action must be used to set a new Target for the next cycle.
Mastery Ability: Shadow Arts

  • LET'S ELOPE [USED] – Once Per Challenge, at any time, Rice Shower can choose any of her unselected Speed Checks and transport her target and herself to the Zone in question. If the target is an enemy, increase all damage dealt to them on this turn by 20. If the target is an ally, reduce all damage dealt to them in the following damage cycle by 20.



VCount DownV
HP Boss, Emergency Response: 1861 / 3333
OF Sentry Bot 2 0/50

Play Sheet Link
 
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50 / 120

91/ 120

Ow


He watched with resolved horror as the cannon-sized cannon was leveled at his position. He had done what he could for his allies, now it was time to reap the consequences of getting into the line of fire. His world dissolved into sound, the shockwave from the blast alone ripped through his initial layer of defenses. A blue shield of energy flaring to life, hexagonal sections shattering, splitting off in ablative layers to protect its creator. Then came the heat, and worse, the rounds. Flechette pellets slammed into him and Aes with incredible force, like getting pelted with pool balls. Even through his deadened pain receptors he felt the pain of skin splitting, synthetic bones fracturing but not breaking. Then came the second volley. With one last flash of effort he redoubled his shield, reflecting back what of the incoming blast he could. He wasn’t much of a combatant, but this target had thorns.

Aes faltered and the two fell back, shrouded in smoke and dust. When it cleared they were well and truly at the back of the pack. He looked out, assessing the injuries of his companions, but unable to get close enough to do anything meaningful from this far back. ”Pace yourself Aes, let one more round come in, and we’ll charge out to get to those in need, yeah?” He patted the neck of the horse, which snorted and shook its head, rattling its metal plates in annoyance. ”Right, just keep that eye of yours on the blonde. I’ll patch you up as best I can.”

He’d lost one of the Octahedron in the exchange, it was probably in pieces on the ground increasingly far away. With a flicker of thought he let the small threads of control he had on it dissipate, the Arcanamancy parts inside of it dissolving, unseen. Instead he reallocated those resources to the other two, flaring their power and blasting Aes with healing energies, repairing it and stemming the flow of fluid leaks. Meanwhile Aes just did its best to dodge the obstacles strewn about the canyon rather than making headway.

He watched the battle with an analytical eye, biding his time.


Reflex Save DC 50


1d100 (21) + 20 = 41
Reflex | Valmont | 1489C2
FAILURE

Bonus Action - Reflect


Active Defense (Mastery)
Rank C (D) = 5 Damage

Heal (Single)


2d20 (19 + 13) + 10 + 5 = 47
+47 HP to 1 target (Aes)
Magitech | Valmont | 1489C2



Emergency Response


❰ 1856 / 3333 ❱





Name: Aes - Formerly Rice Shower
Pseudo-Personality: Heel or Hero?: At the Start of Combat, choose a target, whether enemy or ally. When making Speed Checks, roll three times. The one closest to the Target is selected. A bonus action must be used to set a new Target for the next cycle.
Mastery Ability: Arcanamancy
STAINLESS HEART: Action. Aes, composed of Arcanamantic clockwork, swaps out its internal workings with another Magisteed within range, subsequently swapping Magisteed HP values. When this is done, recover 1d20 of Aes's HP afterwards, up to its Max HP. If the HP swapped is greater than Aes's MAX HP, gain the excess HP as Overshield.
|Magisteed Sheet
Play Sheet
 
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Subparman

SCHILVA FLASCH
115 / 145

TWIN TURBO KAI NI[ 95/125 ]

Combat Log:
Speed Roll (All Out, Always = 5): Zone 10 save failed, move back 1 to zone 9
Steering (Free Action; 2 movement): moving from zone 9 to 10
All Out, Always: used Bonus Action to maintain 5
-30HP from Old Fashion's Plasma Weave Discharge
Attacking HARD PLUME

Status:
VULNERABLE | x2 DMG next cycle
PROTECTED | 1/2 DMG next cycle



When Schilva had taunted the machine before him, dancing where he thought he was out of reach, he had not expected something so massive to move with such terrific speed.
He had not even the luxury of calling out for @Madison Freebird to watch out for the superheated fist before its knuckles found him and his steed, artillery roaring behind him to punctuate its impact.

But how could tha- guh--


...thing move so fast!?

-


As the punch landed, Schilva could feel grazed skin blistering painfully, strands of stray hair burning and the metallic hide of TWIN TURBO KAI NI conducting the searing heat beneath him. Luckily(?), the magisteed had taken the brunt of the impact and left him mostly unharmed, able to think and steer with a level head as they spun out of control like a totalling car towards the debris-strewn entryway from canyon to Dragontail corridor.

-
BURNING BURNING FIRE OVERHEATING

TWIN TURBO KAI NI was once again not cooperating, skidding and stumbling in such a way that they rapidly lost ground as the shadows of the corridor passed over their now somewhat warped and dented chassis. Their mind was full of fire and pain, proving again that this one could at least understand and fear the concept of injury and death.

Schilva remembered that he'd seen this place before, albeit only briefly. Here was where they would likely have the most trouble navigating if the Emergency Response mechs were to find cover...especially with these pesky Sentry things on the way! The swordsman could hear them already before they even came into sight, which set his teeth grinding as he yanked TWIN TURBO KAI NI's reins desperately.

Not right now, man! Get your act together, watch out ahead or we're gonna-
-

Case in point, Schilva lost more precious ground as he was forced to pull his hysterical steed out of the way of a collapsing scrapheap, set tumbling by the palpable thrum of Emergency Response's high-power thrusters and engines. It was at this point that Schilva realised the battle formation had fallen apart completely, him and his steed drawing level with another of their three foes; Hard Plume.

It looked to be in rough condition, scorch streaks and a clinging Sentry drone marring its otherwise uniform navy coat. Traces of some slimy residue being thrown off from its speeding maneuvers clued Schilva in to some familiar who'd had a go at the thing already; @Jin, who was probably somewhere behind him.

Speaking of behind him, a timely round from @Cynna picked off that drone with a briefly obscuring explosion of light and sound.

A chance!

HYAH! FORWARDS!


Urging TWIN TURBO KAI NI towards the right course, Schilva manages to regain some control over a relatively flat stretch of terrain, forcing the panicked magisteed to put on a burst of speed to pass Hard Plume and close the distance to the only other rider ahead of him; Cepheid (@Jester).

As he nears Hard Plume on his path, Schilva leans close, closer, closer on his steed, angling himself dangerously close to the speeding machine. What was the purpose of this dangerous stunt?

Schilva would use his passing momentum to gain the nearest vantage point possible, slicing directly at its locomotion components with his katana in a wide sweeping motion. Such a cut was more suited dismounting humanoids from horseback, but probably worked just as well to cripple and disorient in this context while the machine was surrounded by so much chaotic activity.

Racing forwards, Schilva would give the blindsided machine a smirk and a smug thumbs-down as he left it in the dust.



Rolls



Save
1d100 (10) + 20 + 5 = 35 vs DC50 (FAIL)
Move 1 zone back
Reflex | Schilva Flasch | 1489C2

(P) Controller Schilva Flasch

Code:
 Slash Weapons B | Deal 20 (B) flat SP damage in addition to your attack this cycle.

Multi Attack
1d100 (69) + 15 + 10 + 1d100 (96) + 15 + 10 = 215
215 damage (+20 SP damage)
You are Vulnerable.
Negated by steed protection!
Slash Weapons | Schilva Flasch | 1489C2

Attacking Hard Plume
Hard Plume -19
/333 SP BREAK
Emergency Response 1641/3333 HP



Name: TWIN TURBO KAI NI - formerly Twin Turbo
Pseudo-Personality:
  • All Out, Always: When making a Speed Check, gain a +5 bonus, which is reduced by 1 for every Cycle that passes. A bonus action can be used to cancel the reduction.
Mastery Ability: Dynamism (SCHILVA, GO!)
Playsheet
 

Nyancy

❮ Blade of Hope ❯
B
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70 / 140


-70 HP
-70 Mayano HP
Zone: 3
Protected and Vulnerable


As Nyancy readied another attack against Hard Plume, she suddenly noticed that sentries had been deployed to the battlefield.

"Uh oh, those guy's don't look good. Always somethin'... ah well, nothin' tah do but keep puhin' fowahd!"

Thinking quickly, Nyancy shifted her stance and took aim.

"Let's show 'em how it's done, Mayano! Get me intah range and I'll take 'em down."

As Nyancy and Mayano neared the sentry, it took notice.

"Guess we got it's attention... well hea goes nuthin!"

Focusing her magic Nyancy began to form a blade of liquid water.

"Hero's paw... "

Hopping up onto Mayano's saddle, Nyancy kept her balance as she lowered her center of gravity taking an attacking stance.

"Hero's paw... NEKOJITA!"

Slicing the air with the blade, Nyancy released a torrent of of water. Swirling outward, the liquid rushed up against the sentry dragging it down out of the sky until it met the grounding exploding. Grinning, Nyancy turned to her team mates.

"That's one down! How's everyone else doin' pretty crazy fight so fah eh? Let's keep it up ah whateva!"


Rolls


Free Action - Steering: Moving to zone 9

@Malzel
Save
1d100 (38) + 20 = 58

Reflex | Nyancy | Thread Code


Ultra Counter
1d100 (82) + 10 + 5 + 15 + 100 = 212
212 damage
Ultra Counter successful! 100 damage added. Take 20 less damage. Vulnerable State negated.
Hydromancy | Nyancy | Thread Code

Attacking Sentry in zone 9
hp: 0/50




Name: Mayano Top Gun
Pseudo-Personality: Kaleidoscopic Prodigy: Rather than making a Speed Check, roll a 1d3 instead. On a 1, their Speed is 1 above the highest Speed Check. On a 2, their Speed is 2 below the highest Speed Check. On a 3, their Speed is 3.
Mastery Ability: Weapon Arts

Play Sheet Link[/action]
 

Ashifili*

❮ II. Dungeon Knave ❯
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Operation: Siren Silence
Cycle 3 - Dragoncrush





The chase continued, frenetic and harried, each decision, each move, each hair-pin turn caught individual frames as they galloped through the erratically-illuminated corridors.

Up at the front, Cepheid (@Jester) sprung off her steed in an attack that was just shy of true recklessness. Baby Magnum's spherical chassis crumbled under the Magia's dynamic strikes, imprints of her feet left on the surface as the robed martial artist returned to Event Horizon just in time to slip past the worst of the hailstorm of bullets that unleashed from her opponent's anti-infantry arsenal. It was a close shave indeed, but the two of them made it out without issue, Event Horizon letting out a pleased neigh as they continued to mirror their quarry's sinuous path.

But while those two evaded the worst of the hailstorm, @Schilva Flasch and Twin Turbo Kai Ni certainly did not. Swift as a swallow, sharp as a falcon, the fastest man alive and the fastest horse alive recovered from their missteps and granted Hard Plume yet another lasting gift upon the Regulator's flank. He was untouchable, after all. For all the fear of his mount, Schilva was swift enough to weave in and out of his opponents' range, a dancing blade upon the shifting bat-

RAT-TAT-TAT-TAT!

Unless, of course, he was too busy taunting to realize he was running from the frying pan and into the flames. Gunflames, that was. And with Baby Magnum blocking off the very end, all it would take would be Hard Plume aiming her Displacer Cannon in Schilva's direction to absolutely RUIN his day.

Thankfully, @Nyancy and @Cynna both had other things to say about it. Their presence deterred Hard Plume's advance and reminded her of combat protocols. To aim in the direction of Baby Magnum would be to send more enemies up close to the one she was to safeguard, and that? That was unacceptable. The cannon roared in time with sniper fire and hydromantic blasts, a shockwave that sent the two Starcalled reeling, but not vanquished. Stubborn pests they were. Craven Saviors of a polluted bloodline.

Further in the back, Old Fashion held the line as she always did, the armored relic of an ancient war withstanding blow after blow. @Aerial's lightning was caught in one fist, the residual sparks bursting into multiple streams rather than leaping completely into one of the Sentries. @Jin's darkness dove in too, that malediction of bloodstained oils, but what the Hemomancer came across as his curse rolled into Old Fashion's workings was...incomprehensible. Magitech had logic behind it, had the evolving efficiencies of modernized magic, but this? A chaotic gaggle of gears and pulleys, duct-taped together by a mad magic. A form of magical science that predated Magitech, one so archaic that while the dark oil hindered it, it couldn't comprehend it.

And so, when @Madison Freebird leveled her pistol a second time, riding at the forefront of her herd of scepters, having swapped to a weapon of lower caliber and stopping power, Old Fashion sprung into action.

A gargantuan hand encompassed both rider and steed, crushing the bones beneath as the Sheriff was swung in a wide circle. She smashed head first into Jin, ground her face against the wall, and was then flung, like a dishrag, towards Aerial. The four of them, two riders and two Magisteeds, tumbled into a mess of limbs and injuries, scattering against the ground, but before all of them could be in the depths of the Dragontail, @Valmont cushioned them both, the shadowy steeds that Madison had sent to him now helping the two ladies and their steeds up. Only a few seconds were lost. Old Fashion was still in sight. Light spilled out, the exit to the Dragontail imminent! They were good to continue the chase!

And then, as if not fucking done with any of this, Old Fashion leapt back at them, both fists swinging down in a hammer blow to decimate the structure.

Immediately, the plating beneath the three shifted, the entire exit dropping to a lower level from the seismic blow. The squad charged faster, trying to outrun the effects of gravity. Light broke through and they leapt up into the air, Magisteed hooves scrambling against the desiccated remnants of the Dragonship's right wing in pursuit of Hard Plume and Baby Magnum!

But less than half of them made it, the others tumbling down into the wing-shaded ruins of the Dragoncrush, only managing to spy their allies up above through pockets and holes in the dragon-wing platform. They had been cut off, that much was certain, and the more astute amongst them would notice too, that one Sentry had survived.

A Sentry that continued to pulsate and pulsate and pulsate, sending a signal through the entirety of the Dragoncrush until, through the wreckage and refuse, through dilapidated shelters and the remains of human life, a mechanical monstrosity surfaced. Treads chewed through terrain while it ran parallel to the lower group, its form reminiscent of a train, its eyes glowing a callous blue.

The Magia were no fools. They knew of what rich biological material persisted within the Bloodwurm Tunnels. And this was their answer to it, their harvester of the subterranean.

The Underseer.

Up above, however, the pursuit continued unimpeded. Sunlight dazzled as it reflected off mirror-polished steel and the numbers advantage Cynna, Madison, and Schilva once enjoyed had been reduced dramatically now, but up here, help was present too.

Help in the form of a steelcraft bird, its wings flapping hard to keep up, its talons holding a basket of…apples?

Apologies for losing track of you when you dove into the Dragontail. Some refreshments for you or your steeds ought to help you three though, and I'm still tracking the vitals of the team down below. No one's out of the running yet, so sally forth, Starcalled!

 

Ashifili*

❮ II. Dungeon Knave ❯
Messages
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Cycle 3 - Mechanics

Thread Rules
Code:
[hp=current player hp]max hp[/hp]
[bar=current horse hp]max horse hp[/bar]
[status]
Zone:
Vulnerable | Protected (remember that Magisteeds automatically Protect their rider)
[/status]

Post Here

[action]

[/action]
[spoilerleft]
[spoiler=Magisteed Sheet]
Name:
Pseudo-Personality:
Mastery Ability:
[/spoiler]
[/spoilerleft]
Play Sheet Link
Emergency Response
Hard Plume | Baby Magnum | Old Fashion


❰ 1641 / 3333 ❱

❰ 0 / 333 ❱

❰ 46 / 333 ❱

❰ 38 / 333 ❱

Objectives and Mechanics
  • At the end of every cycle, the three enemies will perform their attacks.
  • Enemies share an HP bar, but possess individual SP bars.
  • From Cycle 3 onwards, enemies who do not have emptied SP bars will perform Empowered Attacks.
  • If an enemy has not received a melee attack during the Cycle, they may move one Zone to be at a more advantageous position for their attacks.
  • With Critical learned, enemies roll a 1d8 before dealing damage. On an 8, damage is doubled, and no subsequent enemies can Crit for the remainder of the cycle.
  • The Players objective is to survive and destroy the Emergency Response trio before the end of Cycle 5.

CYCLE 3 Mechanics
  • No Criticals landed.
  • 1 Sentry has survived. The Sentry has opted to Communicate.
  • @Schilva Flasch and Twin Turbo Kai Ni won the race last Cycle. They have Infinite range this Cycle.
  • Old Fashion has collapsed half the map. Zone 1 to 5 are considered the 'lower' portion. Zone 6 to 10 are considered the 'higher' portion.
  • To move to and from Zone 5 and 6, make a DC 50 Knack or Fitness check. On a failure, receive 20 flat environmental damage once you cross over.
  • To perform a ranged attack at a target from a portion you are not presently in, make a DC 50 Awareness or Knowledge check. On a failure, halve the total damage you deal.

  • One Underseers answered the calls of the Sentries and burst out from the wreckage of the Dragoncrush, one spawning in each portion of the map.
  • The Underseer possesses 200 HP, and if not destroyed by the end of Cycle 3, will target the most populated Zone in the portion they are in with an effect.
  • One may opt to make a DC 75 Presence check with their Bonus Action. On a success, the Underseer will target the Zone they are in, rather than the most populated Zone.

  • Lady Wisteria's Bird has delivered Candied Apples. If you are currently on or move to Zone 6 at any point in your turn, you may use your Bonus Action to heal yourself and your Magisteed for 2d20 HP.

Map
  • The Map can be found here. We are now on Slide 3. Click and drag your character's icon when you use Steering or other bonus actions to move them, and adjust from there. I have already resolved all Speed Checks for this Cycle.
  • If you don't have access to Google Slides, let me knowwwww.


Cycle 2 Damage


  • @Cynna and Rice Shower take 40 HP Damage from Hard Plume's Zero-Point Displacer Blast and are Knocked Back into Zone 8. Mayano Top Gun takes 25 HP Damage instead. Nyancy takes 5 HP Damage instead.
  • @Schilva Flasch and Twin Turbo Kai Ni take 40 HP Damage from Baby Magnum's Anti-Infantry Field-Sweepers. Cepheid (@Jester) and Event Horizon take 20 HP Damage instead.
  • @Madison Freebird and King Halo take 30 HP Damage from Old Fashion's Chokeslam, takes 30 HP Damage from the Washing Machine, and takes 20 HP Damage from the Hammer Toss.
  • @Jin takes 60 HP Damage from the Washing Machine.
  • @Aerial and Thunderstruck take 20 HP Damage from the Hammer Toss.
  • Aes takes 20 Damage from the Yeet. @Valmont is struck, but takes No Damage from the Hammer Toss, and Reflects 5 Damage back to Old Fashion.

Magi-Steed Details



These Magi-steeds were based off of the personalities of six legendary horses, enabling them to act upon their rider's instructions with little need for monitoring. However, these same personalities cause particular habits to form when moving, which may either positively or negatively affect the rider and the steed.

When selecting a Magi-steed, choose one of the below Personalities to apply to them and note it down in your Magi-steed Sheet. Note that you may name your Magi-steed whatever you wish.

  • Twin Turbo:Reckless and possessing tremendous energy, Twin Turbo releases everything immediately, and will always seek to reach the front of the pack, regardless of consequences.
    • All Out, Always: When making a Speed Check, gain a +5 bonus, which is reduced by 1 for every Cycle that passes. A bonus action can be used to cancel the reduction.
  • King Halo: Granted a soul that would not be overcome regardless of loss, King Halo runs with their head held proudly, resilient in the face of tribulation.
    • Noblesse Oblige: Speed Checks are unaffected by melee attacks received from the prior cycle. When Magi-steed HP is reduced to 0, does not damage the rider upon explosion.
  • Shinko Windy:A steed with a teasing sense of humor and an explosive fighting spirit, Shinko Windy bares their teeth with the ferocity of a lion, always happy to charge into the fray.
    • Habitual Biter: Rider's melee damage increases by +20, as the Magi-steed supports them. If not in melee range, will drop Speed in order to enter the next non-empty Zone.
  • Seeking the Pearl: Star-studded and glamorous, Seeking the Pearl is most at home in the unknown, leaping into dangers without fear and possessing an unmatched self-confidence.
    • Quixotic Wanderings: Magi-steed receives half-damage from environmental effects, and if their natural save modifier is lower than 25, roll saves with advantage instead.
  • Rice Shower: An assassin, a pursuer, Rice Shower possesses the dogged determination to follow behind her target, no matter where they may go, whether it be front, back, or center.
    • Heel or Hero?: At the Start of Combat, choose a target, whether enemy or ally. When making Speed Checks, roll three times. The one closest to the Target is selected. A bonus action must be used to set a new Target for the next cycle.
  • Mayano Top Gun:The miraculous all-rounder genius of running, Mayano Top Gun has all the faults and merits of a prodigy, capable of absolute domination...but only when they feel like it.
    • Kaleidoscopic Prodigy: Rather than making a Speed Check, roll a 1d3 instead. On a 1, their Speed is 1 above the highest Speed Check. On a 2, their Speed is 2 below the highest Speed Check. On a 3, their Speed is 3.



These Magi-steeds must intake the biometrics of their rider before they accept them upon their back. With a drop of blood (or whatever Magia bleed out), the forms of the Magi-steeds are contorted further, activating various attributes and abilities, as well as gaining a 'form that best matches the aesthetics of their rider.'

When inputting your biometrics into your chosen Magi-steed, select one Mastery to be input. In return, the Magi-steed gains...

  • HP: Matches the HP of the rider, excluding passives that give HP bonuses.
  • As One: Passive. Rider and steed are treated as one when making saves or when taking damage.
  • Guardianship: Passive. While the steed's HP is above zero, the rider is Protected.
  • Self Destruct: Passive. When the steed's HP reaches zero, the steed explodes, dealing 75 flat damage to the rider and 150 flat damage to every enemy target in the zone after a Speed Check is made.
  • Steering: Free Action. The rider can adjust the steed's Speed Check by a value of Base Movement/2, rounding up. This value takes to account passives, but not buffs or bonus actions.
  • Drafting: Bonus Action. All allies behind the steed move one Zone further.
  • ???: To be determined after a Mastery is input.

@Aerial - Shinko Windy – Aeromancy
FALLSTREAK HOLE – Action. Perform Steering, but apply to all individuals within the Zone, moving them a number of Zones equal to Base Movement/2, including passives but excluding bonus actions and buffs. Shinko Windy can choose which ones are moved forwards and which are moved backwards.​

@Jin – Famine – Hemomancy
BLOOD IS FUEL – Famine does not Protect Jin, but their HP bars are fused together. Every time 25% of Max HP is lost, can choose to deal 100 flat damage to all enemies within the current zone as a Bonus Action. If done so, reduce Max HP by 25%. When HP hits zero, Jin is ejected at 1 HP and spared the subsequent Self-Destruction.​

@Nyancy – Mayano Top Gun – Weapon Arts
PERFECT CONDITION – Once Per Challenge. Mayano Top Gun gets serious. Instead of rolling a Speed Check, choose which Zone to be in. If this is Zone 10, your Speed for determining the fastest horse is considered to be Infinite. Double your MR and WR and gain an Overshield of 30 for this cycle and the next.​

@Madison Freebird – King Halo – Shadow Arts
MIDNIGHT WATCH – Bonus action. King Halo summons shadowy sceptres behind it, granting boons to allies or rider. The number of sceptres equals the Speed Check made at the start of the cycle, and each sceptre can grant either a stackable +5 damage modifier, a stackable +5 Overshield, or a stackable +1 range to any ally behind King Halo.​

@Cynna – Rice Shower – Shadow Arts
LET'S ELOPE – Once Per Challenge, at any time, Rice Shower can choose any of her unselected Speed Checks and transport her target and herself to the Zone in question. If the target is an enemy, increase all damage dealt to them on this turn by 20. If the target is an ally, reduce all damage dealt to them in the following damage cycle by 20.​

@Schilva Flasch – Twin Turbo Kai Ni – Dynamism
SCHILVA, GO! – Once per Challenge. Must be declared before any rolls. Twin Turbo is set to Zone 1, and Schilva is flung off the Magisteed, shooting through Zone 1 to Zone 1d10. Damage dealt by Schilva this cycle is dealt to all valid targets within the range of his flight. At the end of his turn, Schilva takes Zones Traveled x 10 HP damage and is considered unmounted.​

@Jester – Event Horizon – Astramancy
FUTURE BRIDGE – Action. Event Horizon folds space around it, creating a two-way warp hole between the Zone in front of it and the Zone behind it. When allies and enemies enter one of the warped Zones, they may choose to be immediately transported into the other warped Zone. When certain enemy attacks enter one of the warped Zones, there is a 40% chance that they will be sucked up and transported into the other warped Zone, thus avoiding the Zone in between.​

@Valmont - Aes - Arcanamancy
STAINLESS HEART - Action. Aes, composed of Arcanamantic clockwork, swaps out its internal workings with another Magisteed within range, subsequently swapping Magisteed HP values. When this is done, recover 1d20 of Aes's HP afterwards, up to its Max HP. If the HP swapped is greater than Aes's MAX HP, gain the excess HP as Overshield.​



In this Challenge, mounted movement is the only way one can hope to catch up with Emergency Response. The temperamental nature of the Magi-steeds, as well as the Starcalleds' own limited experience with mounted combat, means that it's not possible to move with the same accuracy that one would with their own two feet.

As such, a Speed Check is made at the start of every cycle to determine which Zone your Magi-steed brings you to, before you are able to modulate that positioning with your bonus action. After positioning is settled, one may use remaining actions as they please to target enemies or allies within their range.

  • The dice to roll for a Speed Check is a 1d10.
  • Each melee attack you receive will reduce your next Speed Check by 1.
  • If your Magi-steed makes the highest Speed Check after applying all Magi-steed abilities, you gain infinite range for your actions on the next cycle. For the purposes of Hyper Awareness's damage buff, this means you gain a +60 damage buff. Alternatively, you can have infinite range attacks count as melee.
  • For the purposes of Momentum damage, treat your Speed Check before applying Magi-steed abilities as your Movement.
  • If your Magi-steed is destroyed, you must make a DC 80 Reflex Save to jump onto the back of someone else's Magi-steed. That individual must be within two Zones of youon the cycle before your Magi-steed was destroyed. You will no longer be Protected.
    • Failing that, someone else on the next Cycle, if they arrive within two Zones of you, can use their Action to pick you up.
    • Failing that, one of two things can happen. If you have the Speed passive, roll a 1d4 for your Speed Check and continue your turn as normal. If you do not have the Speed passive, or your Speed Check has been reduced to negatives due to melee attacks received, you are considered to be out of this challenge, but not dead.


 

Jester

M
Messages
69
Gold
0
Mastery
0
Valor
20
Event
0
Special
0
140 / 160

Event Horizon HP: 140/160

Zone: 5
Vulnerable | Protected


There was no part of this mission that wasn't within the realm of Cepheid's element, and even Event Horizon probably felt at home fighting side-by-side with her. Standing defiant in the face of her takers. Her eternal jailors. Whatever she was now, it was because of-

Her inner reflections were rudely interrupted by the arrival of another magia. This one was a lot bigger, and a lot more imposing, but there was a very common saying for this sort of thing. She took a few seconds to stroke Horizon's starlit mane. "We're doing great, Horizon! Don't worry about this creep. Maintain that trot team-forward and I'll deal with him directly~!" Jester made sure to take this moment to reassure her partner in crime, trying to share her prime directive with it. That ever glowing joy of hers, an endless loop of 'if smile, then smile, else smile'. Did it make sense? Better question: did it have to? No it didn't. Being happy didn't have to make sense.

In life, her first joy was education, and her second was the pull of a trigger. In her now phantom-like existence, every bit of metal, wires, and 'core juice' that composed her might as well have been made of joy. An endless driving force which allowed Jester to become the 'unstoppable force'.

Cepheid scratched constellations into her staff as Event Horizon took the reigns, using a bit of extra awareness through the Photoprophet's peripheral vision to keep the duo safe, until it was finally time and Jester stood on its back once again. The robot pointed the staff at the underseer as her tattered cloak whipped in the wind beside her. "ATROCIOUS CONTRAPTION," she took the risky route as she signaled for her steed to continue straight ahead, while she leapt and bounded in a lightspeed ricochet until she came down atop the underseer.

Cepheid and her staff became a translucent field of space that thickened into a silhouette of pitch black. The void compressed into one small point, and with a front flip she batted the crumb of dark matter downwards as hard as she could. "RETURN TO THE DEEP!" With her spike confirmed and the target apparently worse for wear, she didn't have time to stick around and make sure it wasn't getting back up. Horizon could only slow up so much for her. The robotic Jester's form began to glow beneath her robes once again as she sprinted to catch up to her partner and hop back on.

"That didn't do my arm any favors... It's still not moving correctly!" She gave an exaggerated and literal half shrug for comedic effect.

Rolls



Reckless Attack
4d100 (74 + 10 + 62 + 73) + 15 + 10 + 30 = 274
274 damage
You are Vulnerable.
Dynamism | Jester | 1489C3

Rush
(Bonus Action)
You devote all of your attention to moving. Your total movement count is doubled this cycle.

Steering: Free Action. The rider can adjust the steed's Speed Check by a value of Base Movement/2, rounding up. This value takes to account passives, but not buffs or bonus actions. (To Zone 5)



Name: Event Horizon
Pseudo-Personality: Seeking the Pearl: Star-studded and glamorous, Seeking the Pearl is most at home in the unknown, leaping into dangers without fear and possessing an unmatched self-confidence.
Quixotic Wanderings: Magi-steed receives half-damage from environmental effects, and if their natural save modifier is lower than 25, roll saves with advantage instead.
Mastery Ability: FUTURE BRIDGE – Action. Event Horizon folds space around it, creating a two-way warp hole between the Zone in front of it and the Zone behind it. When allies and enemies enter one of the warped Zones, they may choose to be immediately transported into the other warped Zone. When certain enemy attacks enter one of the warped Zones, there is a 40% chance that they will be sucked up and transported into the other warped Zone, thus avoiding the Zone in between.
  • HP: 140/160
  • As One: Passive. Rider and steed are treated as one when making saves or when taking damage.
  • Guardianship: Passive. While the steed's HP is above zero, the rider is Protected.
  • Self Destruct: Passive. When the steed's HP reaches zero, the steed explodes, dealing 75 flat damage to the rider and 150 flat damage to every enemy target in the zone after a Speed Check is made.
  • Steering: Free Action. The rider can adjust the steed's Speed Check by a value of Base Movement/2, rounding up. This value takes to account passives, but not buffs or bonus actions.
  • Drafting: Bonus Action. All allies behind the steed move one Zone further.
  • ???: To be determined after a Mastery is input.

Play Sheet Link - Heavy Armor not Medium Armor

Underseer -74/200 HP (Dead)
Emergency Response 1641/3333 HP
 
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C

Cynna

Guest
61 / 140

61/140 Rice Shower

Zone: 7 (starting) -> Zone 6 (Steering)
Vulnerable | Protected (via Rice Shower)
Heel or Hero: Hard Plume
[twice is gone for thread]
-40 hp Zero-Point Displacer Blast (Hard Plume)
Lady A apple Heal +7 Cynna and Rice Shower
+24 HP healing from self to Cynna and Rice Shower


"Starting to feel like the promqueen of bullets here... as in... very, very popular..."

Cynna heroically coughed.

"You still with me Rice Shower?"

The horse neighed loudly.

"Heh, that's a good one---- hey is that? Well, hell, if it isn't the silver lining to these dark damn clouds we've been sifting through down here while goin up styx creek without a paddle. Hmm, it is about halftime, alright Rice Shower! Let's have a pit stop, and~ for a little privacy since I know our little robos here love to crash a good party (not that I can blame them)~"

Cynna reached over to Athena and pulled a grenade launcher out, it was one of those with a cylinder revolver loading mechanism. It was loaded with healing smoke grenades.

"Oh haaaaay~ what's up doc? Enjoying the show? Next time whaddya say to carrots, next time? I'm not complaining, but my heart would be real broke if these apples up and winded up coming between us *cough cough* you know the saying, yeah~?"

Cynna quipped like any good annoying action hero. If she kept her mouth running, she felt like she could keep her numb trigger fingers twitching.

Cynna managed to retrieve the candied the apples and fed one to Rice Shower.

"That's right, Rice Shower we're getting the officer rations now! Things are either looking really good or this is all a dream and we're already on the morgue stretcher! Woah~ looking a little low there Nyancy~ Let's buy you a little time and see what you're hustling~"

Cynna fired the smoke grenades to conceal-heal herself, Rice Shower, and Mayano Top Gun.


Rolls





***
Bonus Action: Lady A's Bird Apples (makes sense in context) | Cynna | 1489C3


@Plutopia
Roll Result
2d20 (5 + 2) = 7

***
@Plutopia
Heal (AoE)
4d20 (4 + 7 + 8 + 13) + 15 + 10 + 15 = 24 (Total divided by 3)
+24 HP to 3 targets -> Cynna, Rice Shower, Mayano Top Gun (@Nyancy)
You are vulnerable.
Summon | Cynna | 1489C3






Name: Rice Shower
Pseudo-Personality: Rice Shower
  • Heel or Hero?: At the Start of Combat, choose a target, whether enemy or ally. When making Speed Checks, roll three times. The one closest to the Target is selected. A bonus action must be used to set a new Target for the next cycle.
Mastery Ability: Shadow Arts

  • LET'S ELOPE [USED] – Once Per Challenge, at any time, Rice Shower can choose any of her unselected Speed Checks and transport her target and herself to the Zone in question. If the target is an enemy, increase all damage dealt to them on this turn by 20. If the target is an ally, reduce all damage dealt to them in the following damage cycle by 20.



VCount DownV


Play Sheet Link
 
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Jin

H
Messages
324
Gold
0
Mastery
0
Valor
35
Event
0
Special
0
260 / 320



Jin and Famine share an HP total
Zone: 1
x4 Vulnerable
-60 from the Washing Machine


He could detect nothing... sensible.

The very nature of Jin's magic was chaotic: wild, inhuman, erratic, and more often than not violent. But what he could feel from within the enemy that now assailed him and the others was something even less structured. It was almost as though it shouldn't function at all, and yet it found a way. At that, Jin scowled behind the mask of shadows that had enshrouded him. There was a natural order, even in chaos, that had to be respected. When some extraplanar force came in and started to restructure the laws of reality, the forces of Chaos took that personally.

By that same token, Jin did, too.

His horse brilliantly continued its stride, unbroken, unbowed, completely unfazed by the enemy that sought to hinder its advance. Ahead of Old Fashion, which sought now to reorganize even the world around them, the beast galloped with purpose. Jin stood upright.

"If you refuse to surrender your secrets," his voice carried evenly behind him as he shared his plan nonverbally with Famine. The mechanical mount suddenly disengaged forward thrust, allowing both wind and the momentum of the enemy behind them to carry them closer at dangerous speed. "Then I will rip them out of you myself."

The distance between them disappeared in an incomprehensible amount of time as Jin stretched his hands out like a lecher, greedily grasping at the enemy he was on a collison course with. Pulling backward at the very last second, he willed the curse that he had subjected the machine to outward with immense, violent force, rending metal and circuitry indiscriminately.

When the scorching hot substance met his hands, it shifted and writhed, forming into a massive, sinister scythe, which he immediately cocked backward and then swung through, cleaving toward the Emergency Response Magia with lethal intent.

Rolls


Zone 2 -> Zone 1
(Enforce) Ultra Hinder, (Enforce) Ultra Hinder



Name: Famine
Pseudo-Personality: King Halo
Mastery Ability: BLOOD IS FUEL – Famine does not Protect Jin, but their HP bars are fused together. Every time 25% of Max HP is lost, can choose to deal 100 flat damage to all enemies within the current zone as a Bonus Action. If done so, reduce Max HP by 25%. When HP hits zero, Jin is ejected at 1 HP and spared the subsequent Self-Destruction.


Twice activated

2d20 (6 + 15) = 21
Hemomancy B -rank | Jin | Bonus Action: Enforce

Ultra Hinder

2d100 (72 + 25) + 15 + 15 + 10 + 50
187 + 21 = 208 damage
You are Vulnerable.
Hemomancy | Jin | 1489C3

Ultra Hinder
2d100 (8 + 48) + 15 + 15 + 10 + 50
146 + 21 = 167 damage
You are Vulnerable.
Hemomancy | Jin | 1489C3

Total: 375 damage

Emergency Response 1266/3333 HP

Play Sheet
 
Messages
42
Gold
850
Mastery
525
Valor
14
Event
0
Special
0

65 / 120

66 / 120

Supporting Aerial
Vulnerable | Protected | Reflecting


As it must, the time marched on regardless of how much Valmont tried to bide it. He watched as Old Fashion charged in among his companions. Still, he was undeterred. Blows were traded, metal buckled, and Jin’s magic went to work. Still he was undeterred. The girls came to him, and he had to use Madisson’s borrowed power in order to help them. Mildly inconvenienced, but still he was undeterred. ”Come on, come on…” He mumbled to himself, leaning forward over his saddle, his chin nearly touching Aes’ mane.

Old Fashion leapt. Physics said that meant he knew where the colossus would end up. ”NOW!” He cried, the time was ripe for harvest.

Aes flexed, metallic hooves digging into the rough metal plates as it came up on a straightaway. Rounding the last turn it got ready. Core energy increased, power flowed through the internal mechanisms to the legs. It thrust powerful hooves down into empty air with a mighty surge of speed.

Air?

Then the sound came. The wrenching of metal plates as the structure around them collapsed. Aes and Valmont cartwheeled through the air, trying to right themselves. The only thing that kept them together was the magnetic binding between Valmont and his mount. Aes landed first, taking the brunt of the blow, legs scrambling to catch some kind of footing and right itself. Valmont bounced along, head flicking this way and that, trying to track his allies. He’d lost his glasses in the fall, but they were mostly for show anyhow. Nearby he saw Ariel, and his Investigation told him that she was the worst off amongst their subsurface group.

He didn’t even pay attention to the arrival of The Underseer. As soon as it arrived Cepheid had taken care of it, living up to their namesake. ”Time to move, Aes.” He patted its neck. ”Get as close as you can, and sync up with Thunderstruck.” The metallic horse snorted, charging forward to the companion.

The duo pulled up alongside Aerial and her mount, Aes beginning the stutter-step process of getting into synch with the other horse. Valmont, meanwhile, brought his legs up to kneel on top of his mount. He began to pull Octahedron out from inside of his coat, several now taking flight to orbit the quartet. With that done he slammed his hand down on the back to Aes, pulling a panel back to reveal the glowing core of his mount. Everything was ready.

He concentrated, pushing on Aes’ internal mechanisms while simultaneously pulling on Thunderstruck’s through Aes with Arcanamancy. At the same time he split his focus, releasing the recovering energy stored inside of his Octahedron out onto the four of them. There would be the slightest of vibrations through both horses as he displaced everything but the cores of the mounts, transforming them both mid-stride. Thunderstruck received the repaired mechanism of Aes, and Valmont did his best to channel the healing energy from his own magitech into Aes’ new mechanism.

It worked, mostly. He wasn’t happy with the result, vowing to practice more unorthodox strategies like this in the future. It didn’t change much this time, but maybe they could save a life eventually. ”I did what I could for now, go kick some ass!” He gave her a thumbs up as he and his constructs began to pull away to give her room.

With a final thought his constructs began to create a series of small, hexagonal, reflective panels around him, bracing for more threats.

Twice Activated

Ultra Heal (AoE)



4d20 (1 + 16 + 11 + 2) + 10 + 5 = 15 (Total divided by 3)
+15 HP to 3 targets
Valmont, Aerial, Aes
You are vulnerable.
Magitech | Valmont | 1489C3

Bonus Action - Reflect


Active Defense (Mastery)
Rank C (D) = 5 Damage

Stainless Heart



1d20 (1) = 1
Swapping HP with Thunderstruck
( 86 <=> 65 )
+1 HP to Aes
Stainless Heart | Valmont | 1489C3




Name: Aes - Formerly Rice Shower
Pseudo-Personality: Heel or Hero?: At the Start of Combat, choose a target, whether enemy or ally. When making Speed Checks, roll three times. The one closest to the Target is selected. A bonus action must be used to set a new Target for the next cycle.
Mastery Ability: Arcanamancy
STAINLESS HEART: Action. Aes, composed of Arcanamantic clockwork, swaps out its internal workings with another Magisteed within range, subsequently swapping Magisteed HP values. When this is done, recover 1d20 of Aes's HP afterwards, up to its Max HP. If the HP swapped is greater than Aes's MAX HP, gain the excess HP as Overshield.
Play Sheet


 

Nyancy

❮ Blade of Hope ❯
B
Messages
92
Gold
0
Mastery
0
Valor
7
Event
0
Special
0
89 / 140


-5 HP
+24 HP Mayano/Nyancy
+22 HP Apple
Zone: 4
Protected and Vulnerable


Nyancy watched wide-eyed as Old Fashion leaped behind the group and caused wanton destruction. This was getting intense, which meant it was time to get serious. Not that Nyancy hadn't been serious the whole fight, just things were beginning to get to the now or never part.

"I'm headin' back tah get ol' Donkey Kong back thea! Mayno!"

It was then that Nyancy tried to execute a move she'd seen in a movie once.

"We hit the breaks, they fly by, then weah next to 'em. Should be simple enough, right? Get ready Mayano, weah gonna hit it hard! Ready? Let's go!"

Pulling back on the reins of Mayano Topgun, Nyancy turned herself to face Old Fashion.

"One moah strike. Let it make tha first move and we countah!"

Focusing her magic Nyancy once again began to form a blade of liquid water only this time in her other hand she began to create a blade of ice.

"Twin Hero's Paws... "

Waiting until Hard Plume was in range, Nyancy struke.

"Kotta Kawa!"

Swinging the water blade in her left arm, Nyancy attempted to block Hardblume's incoming attack then counter with a piercing blast from her ice blade. Unfortunately, her maneuver didn't work as well as intended and some of the damage got through. Still, Old Fashion was not left unscathed.

"We gotta do bettah than thayt! Get yaself ready, Mayano. Next time we go full throttle!"



Rolls


Free Action - Steering: Moving to zone 1

Ultra Counter
1d100 (61) + 10 + 5 + 15 + 50 = 141
141 damage
Ultra Counter failed... 50 damage added. Take 10 less damage. You are Vulnerable.
Hydromancy | Nyancy | Thread Code

(P) ControllerNyancy
Weapon Arts B | Deal 10 (D) 20 (B) 30 (S) flat SP damage in addition to your attack this cycle.

Attacking Old Fashion section 1
hp: 1500/3333
SP 18/333




Name: Mayano Top Gun
Pseudo-Personality: Kaleidoscopic Prodigy: Rather than making a Speed Check, roll a 1d3 instead. On a 1, their Speed is 1 above the highest Speed Check. On a 2, their Speed is 2 below the highest Speed Check. On a 3, their Speed is 3.
Mastery Ability: Weapon Arts

Play Sheet Link
 
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Madison Mortiere

Magia
H
NG+
Messages
171
Gold
0
Mastery
0
Valor
34
Event
0
Special
0
80 / 220


King Halo HP: 40/180
Zone: 6
Vulnerable and Protected


In a moment of clarity, Madison recalled her first day in Terrasphere, almost five years ago at this point. Newbin' around in a cave in the spawning area, getting hit in the leg by a slime. She marveled at the realistic sensation of burning flesh, and the screaming sting of getting her hip cut open. The fresh rumors about the "death game" punched her in the throat then; and she immediately went into her UI and turned off the one-to-one bodily injuries. Everything was now numb tingling and sluggish reactions.

She thanked her past self for her incredible foresight as her body hurtled through the air, nearly cutting Jin in half (because, you know--edgy necromantic yeehaw dressed in all black with her fancy skull war paint and all).

The gunslinger cursed her luck and a laundry list of other things as she pulled herself back onto her magisteed and sped off to catch back up to the fray. Madison didn't question the snacks that arrived--they didn't immediately shoot at her or blow up in her face; so she wolfed them down and watched her health bar tick back up pixel by pixel.

Fat Bastard still taunted her, sparks flying from its chassis from where she plugged at its joints and weapons with her rifle. The revolvers weren't going to be shit for finishing this bucket of bolts off. Putting her pistols away, she produced the black and gold beauty that was her repeater rifle and took aim to finish the job.

Rolls



Bonus Action: eat the candied apple
Roll Result
2d20 (19 + 12) = 31
Madison now at 111/220 HP
King Halo now at 71/180 HP

(P) Controller
| Ranged Weapons S | Madison Freebird
Your attack deals 10(D) 20(B) 30(S) flat SP damage.

Hinder - Baby Magnum
1d100 (75) + 20 + 20 + 10 = 125
125 SP damage + 30 SP damage (Controller)
Hyper Sense | Madison Freebird | 1489C3

Baby Magnum SP: -109/333



Name: King Halo
Pseudo-Personality: Noblesse Oblige
Mastery Ability: MIDNIGHT WATCH – Bonus action. King Halo summons shadowy sceptres behind it, granting boons to allies or rider. The number of sceptres equals the Speed Check made at the start of the cycle, and each sceptre can grant either a stackable +5 damage modifier, a stackable +5 Overshield, or a stackable +1 range to any ally behind King Halo.

Play Sheet Link
 
Messages
139
Gold
0
Mastery
0
Valor
46
Event
0
Special
0
Subparman

SCHILVA FLASCH
75 / 145

TWIN TURBO KAI NI[ 55/125 ]

Combat Log:
Speed Roll (All Out, Always = 5): Zone 9
Steering (Free Action; 2 movement): moving from zone 9 to 10
All Out, Always: used Bonus Action to maintain 5
-40HP from Baby Magnum's Anti-Infantry Field-Sweepers
Attacking OLD FASHION

Status:
VULNERABLE | x2 DMG next cycle
PROTECTED | 1/2 DMG next cycle



For all the gloating that Schilva was doing, he didn't seem to realise that the party were not out of the woods just yet. Despite his crippling of Hard Plume, the other two Magia were still very much running and gunning, and Baby Magum of the two happened to turn its vicious red-hot barrels towards the arrogant swordsman.

Turns out that bringing a sword to a giant metal fist, gun platform and artillery fight may not have been the best idea.

As withering gunfire stung and left pockholes on TWIN TURBO KAI NI's flank, something reminiscent of brake fluids began gushing from the magisteed's mounting injuries. Its voice in Schilva's head rose to a fever-pitched scream of agony as the horse-facsimile threatened to toss its reckless rider from its back entirely.

Despite its resistance, however, Schilva remained firm as he clenched his thighs, his steed beginning what the industry professionals referred to as a death spin.

Stay with me! Stay with me, TWIN TURBO KAI NI!


Shouting over the noise in his head as the terrain itself split open with the violent force of a ground-quaking blow, the one responsible for it obvious to Schilva even with his visuals consisting mostly of flying sparks and spilling magisteed blood. That Gundam-looking fuck that split the party up!

-
IS THIS HOW I DIE?? WA'S T(HIS A,LL TH-ERE WA#S T>O LI?FE?

You stop with that negative self-talk! You're alive, damn it, and I'm gonna keep you that way! C'mon, you've still got the guts, you've still got the juice to get us to those apples.

--aaaap ple]ple]ple]

Yeah, I'll grab one each for us, and then we can go shove this sword right up tha-
-

Before he could hurl an insult in Old Fashion's direction, though, the death spin reached its terminal point. Scrabbling for the basket of Candied Apples that were excruciatingly just out of reach, Schilva and TWIN TURBO KAI NI shared in a moment of mortal awareness as they plummeted off the ledge.

Both horse and rider screamed as one again, but this time in terror rather than bravado. Scrambling to clutch at the only bird-shaped straw in sight, Schilva managed to crawl forwards on TWIN TURBO KAI NI's airborne form and grasp Lady Wisteria's mechanical bird by its legs.

Just a few seconds! PLEASE JUST A COUPLE OF SECONDS MORE!


While it was strong enough to carry a basketful of apples around, the contraption was absolutely not designed to hoist a grown-ass man and his horse around in mid-air. Schilva's tentative grip combined with the bird's inability to hold him aloft for more than a few struggling seconds loosed his fingers one by one, until he returned to freefall.

But,
thank the gods,
that was enough time.

TWIN TURBO KAI NI! GIVE IT ALL YOU'VE GOT!!!


As the pair neared the end of their fall, a bright spark ignited deep within TWIN TURBO KAI NI, the same spark that Schilva had imbued it with prior to the hunt. It resonated with a thrumming energy that built rapidly to a deafening whine just before a lethal crashlanding, ready for release.

Again, none saw the steed's hooves leave the ground. In truth, it had never touched the ground at all.

A burst of compressed air cushioned TWIN TURBO KAI NI's impact, allowing it to double-jump upwards at a ridiculous velocity powered by pure panicked survival instinct. Hydraulics strained and hissed, creaking and snapping with effort; releasing his already exhausting Aeromancy, Schilva let loose a shockwave at his steed's feet, catapulting the two back into the upper running beyond anyone else, Magia or Starcalled...

YEEEEEEEHAAAAWWWWW!


...and in the wake of that shockwave was none other than Old Fashion, peppered and blasted by debris kicked up at lethal velocity that its own speed only exacerbated the impacts of, a show of karmic retribution.


Rolls


(P) Controller Schilva Flasch

Code:
 Slash Weapons B | Deal 20 (B) flat SP damage in addition to your attack this cycle.

Multi Attack
1d100 (43) + 15 + 10 + 1d100 (31) + 15 + 10 = 124
124 damage
You are Vulnerable.
Negated by steed protection!
Slash Weapons | Schilva Flasch | 1489C3

Attacking Old Fashion
Old Fashion -2
/333 SP BREAK
Emergency Response 1001/3333 HP



Name: TWIN TURBO KAI NI - formerly Twin Turbo
Pseudo-Personality:
  • All Out, Always: When making a Speed Check, gain a +5 bonus, which is reduced by 1 for every Cycle that passes. A bonus action can be used to cancel the reduction.
Mastery Ability: Dynamism (SCHILVA, GO!)
Playsheet
 

Aerial

H
Messages
107
Gold
0
Mastery
0
Valor
4
Event
0
Special
0
Dormouse
65 / 140
[ 86/120 ]
Zone: 2
Vulnerable | Protected
- 20 from Hammer Toss (Aerial 50 | Thunderstruck 65)
+ 15 from Valmont heal (Aerial 65)
+ HP swapped from 65 to 86 (Thunderstruck 86)

Success to being a great DPS wasn't achieved from fancy footwork and quick reflexes. Okay, well, that was part of it. If you played like a noob then you died like one. That's beside the point, though. Reckless abandon and risky plays were enabled by the few, the strong, the supports. At this moment, that was @Valmont.

"Aww. I didn't even have to ask for heals? Shucks, you're too good to me." she playfully expressed her gratitude. A loud snort guided her attention back to the wannabe anime antagonists. Alright, you heard him. Let's kick some ass. Thunderstruck reared, neighing in agreement, before charging toward Old Fashion.

While they rode, Aerial examined the robot who had previously caught her attack. That'd been both awesome and chilling to witness. Unfortunately, they were too far away for melee maneuvers so she was forced to rely on her aeromancy again. Dammit, Thunderstruck. You look like a storm but you're pretty freaking slow. His yearning to bite a huge chunk of metal (or Aerial's flesh) surged in response.

This time, strong gusts of mini vortexes were thrown Old Fashion's way.
Rolls

Movement: 4 -> 2

(P) Controller | C | Aerial ``Your attack deals 10 flat SP damage.``

Emergency Response 1876/3333 HP

Twice Activated | Aerial | 1489C2 ```You may perform another action this cycle.```

Sharp Attack on Old Fashion
1d100 (22) + 10 + 10 + 5 + 15 = 62
62 damage
`Aeromancy | Aerial | 1489C3`

Emergency Response System 939/3333
Old Fashion's SP already broken



Name: Thunderstruck
Pseudo-Personality: Habitual Biter Rider's melee damage increases by +20, as the Magi-steed supports them. If not in melee range, will drop Speed in order to enter the next non-empty Zone.
Mastery Ability: FALLSTREAK HOLE – Action. Perform Steering, but apply to all individuals within the Zone, moving them a number of Zones equal to Base Movement/2, including passives but excluding bonus actions and buffs. Shinko Windy can choose which ones are moved forwards and which are moved backwards.
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