Complete Main Story Vintergard (S4) Operation Siren Silence

Ashifili*

❮ II. Dungeon Knave ❯
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Operation: Siren Silence
Cycle 4 - Dragonhead





It was the Underseer, the Hell-Train of the Bloodwurm Tunnels! A monstrosity of Magitech so overwhelming that only four were needed to purge the entirety of Vintergard's subterranean labyrinth! Compared to the DEAD.naught, its responsibilities were tenfold! Compared to XS-Eve, its size was hundredfold! Compared to just three Regulators, its uniqueness was thousandfold! The Underseer indeed, fourth of its kind, armed with plasma weaponry to melt organics like slag and smash through fortifications with mass!

Indeed, perhaps as a favor, it'll wipe out these meager Starcalled for those patrolling goons who had nothing going for them other than their ability to retreat. Perhaps it'll enjoy lording over them afterwards. Perhaps, perhaps, perhaps! And how cute! It didn't even have to go after them itself, when one of those Starcalled deigned to run right up to it and toss…oh, just a teenie weenie speck of dust? Miserable creatures, these Saviors were. Let it show them all what tr-

Dark matter contacted matter, and the reaction was such that a cataclysmic explosion erupted, shattering the Underseer's singular azure lens and sending its titanic form careening into dilapidated building. It screeched out in indignation, radio static bursting out at a high enough volume to disperse the dust clouds that clogged up its combustion systems, but by the time it rose up, there was no one else around.

With a single strike, Cepheid (@Jester) had knocked it astray for a mere handful of seconds. And in that handful of seconds, the battle had, in its entirety, left that Underseer behind.

But Emergency Response continued their skirmishing combat style.

And Old Fashion continued to endure.

Blow upon blow. Absorbing damage for her sisters, best she could. What warrior would she be if she didn't draw the ire of the Saviors, after all? @Nyancy's blast of frost mixed with @Aerial's vortexes, the magical attacks synergizing into a hailstorm that tore holes into the heavily damaged chassis of the Regulator. From behind as well, @Schilva Flasch and Twin Turbo Kai Ni surged forth, the swordsman and his steed harnessing the very vacuum left in their wake to suck back in their teammates hailstorm bullets to strike their foe from behind! Never one to linger though, the fastest man alive leapt sky-high with the turbo-speed of his steed.

Hard Plume moved to intercept, but @Cynna's smokescreen popped up just in time, obscuring everyone's positioning from her thermal-vision. Accursed rabbit. If they were so intent on hiding, then she'd blast them all away! With no one drawing her attention elsewhere, the azure-armored Magia ground her wheels against wings of the Dragonship, dropping low as she entered the smokescreen as well. Once inside, all it took was a single burst of her internal purging system, and the dark smoke scattered, revealing…Cynna, Madison, but not Schilva.

He had gotten past, too far now for her Displacer to reach. Far enough that Baby Magnum fired at him instead, anti-material bullets barely grazing the swift rider.

Fine.

They knew what was coming.

The Regulator's Cannon roared in tune with the Sheriff's Rifle. Baby Magnum's second main cannon was disabled, and in return, @Madison Freebird and Cynna were airborne. Tumbling through space, the fragile platform they so gallantly galloped upon giving away from the force of that thunderous clap, those ten thousand steel arrows. For a moment, there was only fear. And then, in the next, there was only instinct. King Halo contorted its body and landed on all fours, its hooves plunging straight into concrete, its countenance unphased as it leapt into a sprint one step later, leaving no consideration for the near-shattering of Madison's pelvis. Rice Shower, more skilful than that prideful ruler, kicked off pieces of falling debris to right itself, then to slow itself, a frenetic display of physics-defying reflex that saw the Magisteed land with its rider safely. Though bloodied and bruised, they were nevertheless alive.

And their blood would feed @Jin's own Hemomancy.

A scythe profane. A scythe monstrous. A scythe to slice through ancient steel and clockwork gears, to extinguish a consciousness too archaic to have ever been backed up in Handler-1's database.

A scythe, demonic.

Enough.

Blood magic struck Old Fashion's frame and vaporized on contact, the Regulator's entire form spilling out with unstable energy. And, grilling a sandwich, her hands closed in on Jin and Famine from both sides, enclosing them in a blinding inferno so hot that neither could even screen, before lifting them up and smashing them head-first into the ground. Even at a distance, Nyancy could feel her skin bubble, blister at the intense temperatures. Could see too, the charred, disfigured form of Jin tumbling against the ground, bouncing back up onto his feet, and reaching out to grasp at…

…reins that were no longer there.

Famine had released him. The Magisteed had always possessed the pedigree of nobility, possessed an outsized pride despite their many failings, and through it, redefined what victory was. One could always fight again. Could always lose again. Could always win again. But for a creation born unto Arcia, one could only die once.

Famine alone decided how they would die.

Sanguine thorns burst out from the Magisteed's chest, entangling with Old Fashion's form. As the Magisteed's legs failed, its deceleration caused its own Core to be wrenched out from its frame, the ball of Hemomantic Magitech hurtling towards the armored titan before erupting into a hundred and fifty crimson skewers. Enough to sunder the titan's breastplate, to reveal the overclocked engine within, the critical state that it was in.

She had said her farewells. She too was free to decide how she would die.

And so, Old Fashion ran.

The Dragonhead loomed, as did the gun turrets still active. And with the approach of Schilva, the approach of all Starcalled, of the sparking Baby Magnum, the furious Hard Plume, and the Old Fashion who would take out as many as she could with her, the turrets began to turn, began to warm up, and began to fire.

It was a bullet hell indeed, a bullet hell upon a wasteland decorated by the memorabilia of fallen Starcalled and wrecked Magia.

And in that hell, the steelcraft bird shed its feathers, creating a sanctuary from the storm, if only barely.

At this distance from Camp Hope IV, communications was no longer possible, but it appeared Lady Wisteria would offer what assistance she could to the end.
 

Ashifili*

❮ II. Dungeon Knave ❯
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Cycle 4 - 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


❰ 789 / 3333 ❱

❰ 0 / 333 ❱

❰ 0 / 333 ❱

❰ 0 / 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 4 Mechanics
  • No Criticals landed.
  • The Underseer has been obliterated in a singular blow.
  • @Schilva Flasch and Twin Turbo Kai Ni won the race last Cycle (as usual). They have Infinite range this Cycle.

  • The squad has entered the firing range of the Dragonhead's Point Defense Systems, and turrets have begun blasting away at riders and steeds. At the start of your turn, take 20 environment damage, splitting between Rider HP and Magisteed HP in whatever manner you wish. After that, make a DC 50 Will Save. On a failure, roll your action with disadvantage.
  • Old Fashion has triggered her self-destruct sequence. At the end of the Cycle, after resolving her Movement and her sisters' attacks, Old Fashion will explode, dealing 10d10 HP Damage to all Zones she is present in or adjacent to, with Saves reducing damage taken.

  • Lady Wisteria's Bird has activated Steelwing Refuge. If you are currently on or move to Zone 4, 5, or 6 at any point in your turn, you may use your Bonus Action to grant advantage on all your Saves for this Cycle.

Map
  • The Map can be found here. We are now on Slide 4. 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 3 Damage


  • @Cynna, Rice Shower, and King Halo take 40 HP Damage from Hard Plume's Zero-Point Displacer Blast and are Knocked Off Zone 6. @Madison Freebird takes 20 HP Damage instead. All have made their Reflex Save, so do not take falling damage.
  • Cepheid (@Jester) and Event Horizon take 30 HP Damage from Hard Plume's Zero-Point Displacer Blast.
  • @Schilva Flasch and Twin Turbo Kai Ni take 20x2 HP Damage from Baby Magnum's Twinned Obstruction Removers.
  • @Jin and Famine take 120x3 HP Damage from Old Fashion's Plasma Summit Piledriver. @Nyancy and Mayano Top Gun take 30 HP Damage due to being in the vicinity.
  • @Jin is Ejected from Famine and he has 1 HP left. Famine runs to Zone 5 at the start of the Cycle 4 and explodes, dealing 150 flat Damage to Emergency Response.

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 you on 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.


 

Jin

H
Messages
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1 / 160



Magisteed terminated
Zone: 1


Famine was born for this, it's most grand of moments. It rode straight into the heart of Adversity, into the literal hellfire of conflict, dauntless. And it chose its manner of death.

Summarily, it also denied Jin that choice.

He stood, an ashen ruin, defiant. His foot was blackened bone with broiled, tar-colored flesh clinging on by a thread. The Magisteed had allowed him to brush with death, but in the end, it declined him a shared fate. His world was the eye of a supernova, heat unlike any forge could muster, and his heart worked overtime to keep innards that should have baked and boiled at work. If not for workings unimaginable, he would be dead.

By all rights, he should have been dead. Yet, he was furious. Furious, and in unbearable agony.

Crackle.

His jaw opened. The wicked maw of a soot-caked skeleton rattled, and the sound that came out was haunting. He was laughing.

Crackle. Clatter. Rattle, rattle, rattle.

The first organs to go had been his eyes. His nose. His hair. The things that were not well protected. The were also the first to form as blood skittered along the still steaming bones, wrapping around them and oscillating as it rapidly cooled. Shifting, changing, concealing, regaining color. He could not fully repair all of the damage on his own, but flesh and bone? Blood could remake these things. He could stabilize himself. It was a temporary fix at best.

He prioritized the organs necessary for speech next, because they would allow him to spur the others forward, others who might otherwise place greater emphasis on his health or survival.

The mission was everything. Jin was secondary. That was as it should be.

"KEEP. GOING."

Far from perfect. Not at all fluid. Nothing like the carefully picked speech he usually employed, and lacking in subtlety. Most of his body was still black skeleton, embers, and ashes except for parts of his face and torso, still slowly knitting together.

It was enough, even if it was weak, to let anyone close enough to hear it know- he didn't want help. He wanted victory.

No matter the cost.

The charred, skeletal hand that he lifted toward Old Fashion as she fled raised a single finger in defiant salute.

Rolls


Recover



Recover
1d20 (20)
Recover 20 HP
Jin | 1489C4

Play Sheet
 
Last edited:

Nyancy

❮ Blade of Hope ❯
B
Messages
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69 / 140


-30 HP
-20 Nyancy
-20 Mayano
+30 overshield
Zone: 10
Protected and Vulnerable


All this time, Nyancy had been waiting for the right moment. She knew Mayano had the ability to turn the tide of battle, she sensed it from the moment she met the magisteed. When Mayano got serious, there was no competition.

"Alright, Mayano. This one hea's fah all tha marbles. Whateva happens, you've been a good partnah just like I knew ya would. Now let's show the rest of these magisteeds what ya can do. "

Shouting out over the comms channel, Nyancy relayed what she planned to do.

"Well, all we can do now is ouah best. Hea we go! NYANCY ROLL!"

Leading the pack next to Schilva, Nyancy spurred Mayano Top Gun into a death-defying maneuver. Holding on tight, Nyancy pulled back on Mayano's reins pushing Mayano into an upside-down position facing backward.

ISV79gx.jpg

"SHOW ME WHAT YA GOT, MAYANO! PERFECT CONDITION!"

For Nyancy, time seemed to slow as a haunting melody crept into the mind of the small Felis.

Now upside and charging back toward Hard Plume and Baby Magnum, Mayano and Nyancy shot forward like a beam of white light.

"Neko ni Koban! Neko mo Shakushi mo!"

Summoning two of her magic blades, one of lightning and one of wind, Nyancy prepared to unleash her attacks.

I gotta get tha timin' perfect... wea movin' so fast that if I miss the timin' I'm not gonna hit as hard as I need tah... oh well, whateva just gotta do my best!

As Nyancy approached Baby Magnum at break-neck pace she waited until she was just in range to thrust with her lightning katana, Neko ni Koban.

"NOW!"

Unfortunately, Nyancy's timing was a quarter of a second off causing her to only land a glancing blow against Baby Magnum.

"IT'S OKAY! I GOT THE TIMIN' NOW, MAYANO!"

Barreling forward and still upside down, Nyancy readied to strike out with her other lightning katana, Neko mo Shakushi mo. Reaching Hard Plume, Nyancy gritted her teeth.

"YA AIN'T GOIN NOWHEA YA SACK AH BOLTS! YA WANNA KNOW WHY? BECAUSE NYANCY'S AH HERO! AND HEROES DON'T LET DOWN THA PEOPLE COUNTIN' ON EM!"

Summoning all her strength Nyancy thrust her lighting Katana forward. This time, her timing was true. The katana of surging elemental lightning thrust through her target discharging arcing power as Nyancy swept by.

Rolls


Nyancy is moving back to Zone 7 to attack Hard Plume while attacking Baby Magnum as she flies by.

(I didn't know how to double my MR/WR due to perfect condition so I did the math below)

Save
1d100 (59) + 10 = 69

Will | Nyancy | Thread Code

Using Medium Armor Twice

Using Perfect Condition
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.

Critical Attack
2d100 (Advantage) (1, 35) + (15x2 perfect condition = 30) + (5x2 perfect condition = 10) + 15 = 90 (Critical Failure...)
90 damage

You are Vulnerable.
Weapon Arts | Nyancy | Thread Code

Critical Attack
2d100 (Advantage) (95, 29) + (15x2 perfect condition = 30) + (5x2 perfect condition = 10) + 15 = 150 x3 (Crit!)
450 damage

You are Vulnerable.
Weapon Arts | Nyancy | Thread Code

(P) Charge | Weapon Arts B | Nyancy

Code:
 Charging weapon. Current charge: 45 (Max: 125)

(BA) Charge | Nyancy
Code:
 Unloading weapon's charge: 60

90+450+60 = 600

Attacking Baby Magnum and Hard Plume
hp: 189/3333
SP 0/333




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
 
Last edited:

Madison Mortiere

Magia
H
NG+
Messages
171
Gold
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81 / 220


King Halo HP: 21/180
Zone: 1, moving to 2 with free action (2 movement halved)
Madison and King Halo split environmental damage (10 each)
Vulnerable and Protected


When what remained of Jin hit the ground next to her, Madison regarded him with nothing more than pity. Sure--the flashes of remembrance of watching her friend Ezra die two deaths and lock herself in Terrasphere threatened to overwhelm her in these critical moments. But watching the swordsman's discarded, smoldering corpse, which looked like nothing more than a handful of onion rings left in the fryer for the whole day?

This was probably exactly what he wanted.

He's going to respawn and immediately gush about how rad and edgy he is that he got his big goddamn hero's death moment. The first of many! Or just three!


The sheriff never heard his cries to go and finish the job. Frankly, she muted the comms the moment bullets and magitech fire began screaming through the air. Hearing the squawking of her teammates was bad enough; but to have every syllable stretched out and pitch shifted lower than the depths of hell once she flipped on Deadeye? Imagine her rolls sucking more than they already do!

Jin's body was nothing more than a black speck on the horizon when she caught up with Old Fuckwad. Her UI senses tingled--something bad was imminent; and it would only get worse the closer she got.

Popping the last of her armor piercing rounds into her repeater, she trust King Halo to do its damn job. A cool hand guided her as she raised her rifle. Dust filled her lungs as she drew a deep breath. Sighting up the mech, she pulled the trigger. And thunder echoed throughout the valley once more.

Rolls



Save
1d100 (97) + 20 = 117
Will | Madison Freebird | 1489C4

**(BA) Extension** | Mastery | Madison Freebird
``Range: 3``

Multi Attack
1d100 (28) + 25 + 20 + 1d100 (41) + 25 + 20 = 159
159 damage
You are Vulnerable.
Also does 30 SP damage from Controller passive, if it matters.
Ranged Weapons | Madison Freebird | 1489C4

Emergency Response HP: 30/3333



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
 

Jester

M
Messages
69
Gold
0
Mastery
0
Valor
20
Event
0
Special
0
105 / 160

Event Horizon HP: 105/160

Zone: 9
Vulnerable | Protected


It was finally time to make rounds around to the last of the trio she had yet to scuffle with: Hard Plume. One final egg to crack, and she almost felt bad about it. Almost. After all, Cepheid had been carrying out the orders of the Handler before being snapped out of her stupor by Zelrius. There was nothing she could do for these three, however. If they were ever anything but what they are now, puppets subject to the whims of higher, malfunctioning powers, she had no way of knowing.

Cepheid hesitated, and looked down at Event Horizon. Yeah, war. That's what this was. War was crummy like this, and they should just be happy to be on the winning side.

The others on her team all too readily lit the air with gunfire and flashy attacks, but while her own prime directive was to protect, Jester was appreciative to find that her appetite for murder had proven certainly now to have left her. Instead, this was a mercy killing. She practically painted Event Horizon with her astral magic, what she had left of it in her at the moment, and held on tighter than ever. Either their next angle of attack would prove fruitful or suicidal, and if it ended up being the latter... well, that wouldn't be Cepheid's problem anymore!

Horizon charged, not necessarily forward, but into the darkness. Like space, like a wormhole, through the ether until the two appeared just behind Hard Plume and rammed into her like a magitech meteor and continued on their path forward from there. Jester for her part just leaned down against Horizon and gave its neck a big hug.

Rolls



Save
2d100 (Advantage) (70, 42) + 0 = 70 (Success!)
Will | Jester | 1489C4

Reckless Attack
4d100 (80 + 31 + 59 + 87) + 15 + 10 + 30 = 312
312 damage
You are Vulnerable.
Dynamism | Jester | 1489C4

(BA) Rover | Mastery | Jester
All damages resulting from moving are halved this cycle. In addition, you may split your movement, allowing you to move → act → move.

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: 105/160
  • 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 -282/3333 HP (Dead, presumably)
 

Aerial

H
Messages
107
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4
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Dormouse
55 / 140

[ 76/120 ]

- 10 HP (Aerial 55)
- 10 HP (Thunderstruck 76)
- Next roll at a disadvantage

Zone: 3
Vulnerable | Protected

Well, that was horrifying. Watching Famine die broke Aerial's heart. Yes, this was a video game. Yes, the horse didn't even belong to her. But it was still fucked up to witness. Oh, and Jin's skin melted off. Literally. He managed to angrily yell at the perpetrator of the vicious attack. Somehow. As a skeleton. Why was she questioning anything?

But now, a moment of silence for the noble steed.

Okay, time to kick some metal ass. Thunderstruck was raring to go once their plan was successfully communicated across their comms. Aerial clung onto his neck for dear life, his thundering hooves causing her bones to rattle, as Thunderstruck charged towards Old Fashion.

"Wouldn't it be a pity if you blew up your sister in your last, desperate stand?"


She mused, a wide grin causing her eyes to sparkle with mischief. Despite their rocky beginning, Thunderstruck and Aerial were perfectly synced as they called upon gales of wind, booming thunder, and sporadic lightning to do their bidding. Their eyes held a roaring storm, horse and rider channeling their command over air and electricity.

Fallstreak Hole!

A tornado roared to life. The mighty storm's wind pushed both the steed and rider to safety. Old Fashion, though, would find herself in a whirlwind that gradually pushed her backward. The howling wind buffeted against Old Fashion's exposed systems, refusing to relent until the giant machine was swept away. Having already initiated a self-destruction protocol, Old Fashion was a ticking time bomb delivered to her precious sister, Hard Plume.

"Boom!"



Rolls

Movement: Zone 7 -> Zone 5

Will Check
1d100 (13) + 0 = 13
`Will | Aerial | 1489C4`
Failed!
Next roll at a disadvantage.

Fallstreak Hole! activated:
Movement: Old Fashion to Zone 7 & Aerial to Zone 3



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
 
Last edited:
C

Cynna

Guest
39 / 140

39/140 Rice Shower

Zone: 3 (starting) -> 2 (Steering & Acting)
Vulnerable
| Protected (via Rice Shower)
Heel or Hero: Hard Plume
[twice is gone for thread]
-40 HP Zero Point Displacer Blast
-20 HP Dragonhead's Point Defense Systems (10 Rice Shower / 10 Cynna)
+28 HP to Cynna and Rice Shower from self healing


"I guess even pain becomes routine... but it still becomes pain too... ow... getting woozy..."

Cynna and Rice Shower were already an old hand at getting shot at this point. Neither were likely to be pleased about it, but the displacer cannon had become something akin to hurricane season, or worse, a visit from a particularly annoying relative. They had managed, yet again, though Cynna's arm smoked and burned something fierce from where one of the oversized shells had been deflected by her summon/briefcase Athena that she had been holding. Frankly, it wasn't a matter of what was internally bleeding (seeing as she was still in one piece somehow) but what wasn't. Rice Shower seemed a bit tired, but indignant, as she held herself together through pure heroic grit. Nothing could stop her. Rice Shower was a champion. Her smoking exposed interiors only made her look cooler.

Considering they were both still alive, next was deciding what to do. For that was the right of the living. Scanning the area, Cynna coughed a whistle out seeing Nyancy finally take point with her fancy aerial maneuvers. That was covered, so Cynna then checked their six to see...

"JESUS!"

In Cynna's proverbial rearview mirror was a goddamn blood skeleton screaming go. No, wait, it was just good ol' Skinless Jin.

"Goddamnit Jin you're scaring the children! Put your face back on! No, seriously, pretend these medicated smoke grenades are bath candles and find yourself something nice to listen to, I'm forwarding your location for rescue. Stay low soldier." @Jin

Grimacing and trying not to throw up in her mouth a little, Cynna forgot her own pains as she winced and shot a few too many healing smoke grenades at Jin and just so happened to be caught up in the backdraft, which was good, because Rice Shower and herself weren't doing so hot either...

Looking ahead she saw Nyancy continue to soar and paged her on the coms.

"Great balls of fire!" @Nyancy

The race was back on, and yet Cynna's grin was a little sad as she passed the site of Famine's last stand. But this was war, she knew Rice Shower and herself could look just the same in a matter of seconds, "dulce et sui est, or something." Cynna muttered, "not tools but the deciding engine."

Rolls


Will Save (got confused and rolled with disadvantage
Save
2d100 (Disadvantage) (7, 88) + 10 = 17 (I did fail after all whoops, sorry!)
Will | Cynna | 1489C4


***
Bonus Action:

(BA) Coordinate
| Mastery MR | Cynna

Code:
Target: Cynna / @Nyancy gain  +10(B) extra modifiers to their attack, heal, or buff actions

(Nyancy gets this next round)


***

@Plutopia
Heal (AoE)
4d20 (12 + 20 + 13 + 7) + 15 + 10 + 15 + 10 = 34 (Total divided by 3)
+34 HP to 3 targets ->
You are vulnerable.
Summon | Cynna | 1489C4

VDisadvantage so this one V

@Plutopia
Heal (AoE)
4d20 (8 + 8 + 5 + 11) + 15 + 10 + 15 + 10 = 28 (Total divided by 3)
+28 HP to 3 targets -> Cynna, Rice Shower, @Jin
You are vulnerable.
Summon | Cynna | 1489C4 (whoops I didn't make it after all)






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
 
Last edited by a moderator:
Messages
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14
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Special
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55 / 120

56 / 120

Valmont and Aes each taking -10 from Point Defense Systems


Always problems, never enough time or support. The mecha were on their last legs, but so were his allies. He watched as the veterans plotted and planned, moving themselves and the enemies for the best advantage they could muster. The self-destructing Old Fashion brought to bear against its sibling, and the others were scattering while the last threads of resistance were brought down.

Then came the defense cannons, this stupid ship was still fighting back! He watched as shots came in to collide with allies one after another. Then he saw the chink in their armor. Schilva, all that speed meant he was often exposed, or enough of a threat to get his own retribution. The battle had taken its toll.

It would not take a life if he could help it.

Ignoring the point defense systems he maneuvered Aes towards the man of speed, octahedron floating out to apply their healing energies. Either through skill or sheer luck none of the shots from the PD system struck his constructs and they were able to reach their target in time. Like many times before they opened to shoot beams of warm blue energy down on their target, though it appeared they were beginning to run out of steam from the constant use in the fight. The horse was handy, but Schilva was alive.


Will Save (DC 50)



1d100 (65) + 10 = 75
Success!
Will | Valmont | 1489C4


Heal (Single)



2d20 (4 + 4) + 10 + 5 = 23
+23 HP to Schilva
Magitech | Valmont | 1489C4

Bonus Action - Reflect


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




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
@Schilva Flasch
 
Messages
139
Gold
0
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Valor
46
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Special
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Subparman

SCHILVA FLASCH
38 / 145

TWIN TURBO KAI NI[ 15/125 ]

Combat Log:
Speed Roll (All Out, Always = 5): Zone 10
Steering (Free Action; 2 movement)
All Out, Always: used Bonus Action to maintain 5
-40HP from Baby Magnum's Twinned Obstruction-Removers
Schilva absorbs all -20HP from Point Defense Systems
Schilva healed by Valmont for +23HP
Attacking BABY MAGNUM

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



YEEEEEEEHAAAA-OHHHHH FUCK-


Suddenly, the air that whipped past Schilva's oil-smeared cheeks was filled with gunfire, both the Dragonhead point defenses' distant peppering shots and Baby Magnum's booming higher-calibre bullets, each shot capable of eliminating a much more heavily armoured target than Schilva and his steed.

Just a single graze from one of those Obstruction Removers almost completely removed the two from the running entirely, both figuratively and literally. TWIN TURBO KAI NI, as usual, gave a mental whinny of distress as the shot impacted against their chassis just before landing, but something was off. The nonsense ramblings that the steed had been spouting this entire time had come to an end. All that remained was a calm drone, stating its various injuries;

Fuselage - leaking. Navigation systems - severely damaged.

HEY! Snap out of it! We can get through this!

Secondary locomotion wheels 3 and 4 - absent. Hydraulic suspension systems - severely damaged.

Twin Turbo Kai Ni! You're still alive! C'mon, damn it!

Visual sensors - damaged. Primary locomotion wheels...

The spiel continued, and it seemed that the steed had shut itself off into some sort of autopilot mode as they began to fall behind the very machine that had caused this damage. Schilva's eyes remained trained on the fastest of the three threats, Baby Magnum, as the point defense systems continued to lay down their withering suppressive fire. It was becoming increasingly harder to navigate as bullets ripped through his robes with every twist and turn. He had no choice but to use this last resort...

Pressing his free hand to where he remembered the steed's heart being, Schilva gathered as much Aeromancy energy as he could spare into a measured, defibrillator-like shock that he sent coursing through TWIN TURBO KAI NI's body. Nothing changed.

They were now coming in range of Baby Magnum's autocannons again. Once more, Schilva gritted his teeth and gave his steed a wake-up shock. Nothing changed.

But then, through the hail of lead! A geometric construct from @Valmont weaved towards Schilva, beaming rejuvenating energy directly into him as he attempted another, stronger shock. This time...

Wake up, buddy! I know you're still there - I need you right now!!


As the electricity coursed through TWIN TURBO KAI NI, unknown system errors forcefully corrected themselves under Schilva's reckless tampering, shocked back into shape just in time to dodge a blast of concentrated fire upon their position. A garbled whinnying stream of complaints in his head told Schilva that he had done good, at least for all of two seconds.

There we g-HHHHOOOOOLLLLLYYY SHIIIIITTTTT-


Brought back to its senses, TWIN TURBO KAI NI didn't stop at just that; the energy that coursed through them sent them careening forwards almost as if not by their own hooves but rather by some force possessed, barreling right towards Baby Magnum!

Schilva could only squint in apprehension, raising his sword with a mostly dignified wind-muffled kiai as he prepared to use this unforeseen momentum to slash right through the machine...

...but before he could comprehend what had happened, he was already on the other side of it.

...eh?



Rolls


(P) Controller Schilva Flasch

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

(Light Armor Ability) Surge Activated| Schilva Flasch | 1489C4
Code:
+75 to a roll

Multi Attack
1d100 (68) + 15 + 10 + 1d100 (53) + 15 + 10 = 171
171 + 75*2 (Surge) = 321 damage
You are Vulnerable.
Negated by steed protection!
Slash Weapons | Schilva Flasch | 1489C4

Attacking Baby Magnum
Emergency Response -603(OVERKILLED)
/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
 

Ashifili*

❮ II. Dungeon Knave ❯
Messages
61
Gold
2,040
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1,020
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Special
0
Operation: Siren Silence
Cycle 5 - Dragonshear





The tides had shifted.

Or had it always only gone in one direction?

One became a smouldering corpse of his own volition, holding onto life by mere inches.

One became a bolt of lightning directed by a capricious god, twinned blades condensing the wrath of the storm into a two-dimensional plane.

One held pity in their artificial heart, mounting justifications and rationalization, placing human comprehension upon machine logic.

One held sorrow for the fallen and turned it into scorn for the surviving, a spring zephyr casting one foe into another, sandwiching the lion-faced swordswoman between the two.

One weathered agony where she could, forever safeguarding the lives that remained yet incapable of recovering what lives became bloody flakes.

One continued their thankless task, bringing order to chaos as machinery folded and smoothed flesh over, enabling once more the feckless nature of shooting stars.

And one, indeed, became a star, plunging through space so swiftly that it had ended before it had begun, a bisection brilliant from a blade beloved.

In one instant, the world was silenced.

And in the next, the world was nothing.

Nothing, but the silhouette of Hard Plume, embracing Old Fashion.

request(access)
response(denied)
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request(access)
Permissions revoked. Agent BM-054, further attempts will result in demotion. Access to GSL will not be approved under present circumstances, as two of three criterium remain unfulfilled.
request(access)
Access level deranked. Agent BM-054, further attempts will result in demotion. Access to GSL will not be approved under present circumstances, as two of three criterium remain unfulfilled.
request(access)
Neural reset booted. Agent BM-054, further attempts will result in demotion. Access to GSL will not be approved under pr2s0Et c10Wfnxtan0z- ɒ̷̘̂ƨ̸̙̈ ̴̟̒Ɉ̸̡̓w̶͔̾o̵͔̒ ̷̪̋o̸̗͌ʇ̶̟͐ ̷͚̎Ɉ̸̡͘ʜ̷̬̚ɿ̷͔̒ɘ̵͈̍ɘ̸̖̆ ̷̦͆ɔ̷́ͅɿ̶̼̾i̴͔̔Ɉ̶̩͌ɘ̶̨̎ɿ̴͇̕i̵̟̓ϋ̸̟m̶͉̿ ̷̪́ɿ̴̱͋ɘ̵̥̎m̴̫͒ɒ̴̨̐i̷̡̅ṉ̴̈́ ̸̹̿υ̷̗͠n̷͍̑ʇ̶̳͑υ̸͈̚l̸͎͊ʇ̵̩͊i̸̘̿l̵̯͝l̵͔̃ɘ̴̥̕ḃ̵̯ [ERROR][ERROR][FOREIGN ENTITY DET-]
Szofrit, don't be like that. A mother should be kind, no?
request(access)
Szofrit.
Neural reset cancelled.
response(approved) Allocating one shell.
Still stingy, but acceptable. Though her glory has long faded, and her feats no longer merit remark, to send off a Champion's progeny without a salute would be an insult towards me.
[REMOVE YOURSELF.]
Of course, of course. As a matter of fact, please, allow me to make amends for forcing you to reveal a card to sate the desires of one of my children. If you find yourself cornered, if you find your god unwilling, then speak my name and offer their hearts to the pyre. Gods care not, but a mother will always answer.
[REMOVE YOURSELF.]

They left it behind, the bombed-out husks of Old Fashion and Hard Plume, frames warped together by plasma welding.

They left it behind, the silent monolith of Baby Magnum, machine-oil spilling out from grievous wounds, cannons and weaponry displaced.

They left the entirety of the Dragonhead behind, pausing only to retrieve Jin who, in his incontinent state, had still managed to grasp onto the shreds of sense that kept him himself.

No time to mourn for what meager losses they sustained, nor time to loot the monstrosities they had slain. Even in the absence of Emergency Response, there were still hundreds of Dragonship Magia in Vintergard, and while none could keep up with the Magisteeds now, they were all still entirely capable of firing off beams and bullets. And so the winds cheered in the ears of the squadron as they ran off, southbound once more. Back towards Camp Hope. Back towards safety, however relative it was.

The Dragonshear stood before them, opulent remnants dazzling despite ruination. Once a bastion of wealth and culture, a glistening jewel of Astorean high society, its glory could not be vanquished in full even after a dragon fell upon it. Elevated above the ruination by the dragon's wing, luxurious excess remained proudly erect, even as the contents of the playhouses and mansions, the restaurants and observatories, were long emptied by ruffians and looters, eager to line their pockets in times of apocalypse. It made for good riding, finally. There was a sense of peace, mayhaps. A sense of accomplishment for all. Healing magic would, in time, erase the wounds that remained, and their companions would return to MIT having survived this ordeal. With such good performances, perhaps that lady's whimsies would blossom after all, and a future was near, where mounts of magitech could be offered to the entire populace, talks of essence-draining be damned!

Perhaps the future would be bright, after all.

As bright as the day. And as…hot?

Cepheid felt it, and in that instant, understood.

She had been a puppet, but they?

They had been soldiers.

Soldiers of disparate generations, but soldiers bonded nonetheless in defense of what their matriarch desired. It had not been a whim, nor had it been enslavement. It had been a bond, forged from emotions indistinguishable from humanity. XS-Eve was a child, scattered and abandoned, cradling empty delusions. DEAD.naught was a glorified machine, a headless rider given a singular objective. Null was a simulation, a facsimile of attributes to charm and deceive, as capricious as the gods.

But Baby Magnum had cherished, and been cherished in kind. And in the vacuum of loss, in those tides of sorrow, what else could persist? What else except the emotion that Starcalled possessed plentifully?

She would not even leave their heads behind.

The Magisteeds reacted as one! Constructions of magitech, they sensed the flux and flow of that contradictory energy much more keenly than the Starcalled, and the frailest of them shuddered under the gravity of that convergence, the great roar of the Ruined Palace shedding its façade!

It was a butterfly, breaking out of a cocoon of stone and glass.

It was a dragon, tearing out from its egg of steel and silicon.

It was a sunflower, composed of ten thousand angular plates.

It was a weapon, salvaged from the remnants of a shattered ship.

It turned towards them, the awful groan vibrating into their bones, and as the world dimmed, they could feel it. Their life draining away. Magitech consuming the essence of the organic. All to feed the machine. All to offer a true annihilation.

Thunder rolled, but the hammer would strike first.

And as the tides rolled in, the squadron knew only one thing for real.

Fight or flight, but regardless of the choice, survive.
 

Ashifili*

❮ II. Dungeon Knave ❯
Messages
61
Gold
2,040
Mastery
1,020
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0
Cycle 5 - 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

Objectives and Mechanics
  • At the end of ethis cycle, the God Searing Light will land.
  • 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 5 Mechanics
  • @Nyancy and Mayano Top Gun won the race last Cycle. They have the ability to forgo Speed Checks and choose which Zone to enter in this Cycle.

  • The end comes, and the God Searing Light descends upon you, a tidal wave of energy to sweep away the ambitions of the Starcalled. There is no Save involved with this attack. With its advent, comes special conditions and actions.
  • Damage Mitigation By Distance: Your damage received from this attack will be reduced by a value that is affected by your Zone, with Zone 10 being the Zone that offers the highest natural damage reduction.
  • Surpass The Light: In exchange for forgoing all other actions, you may double the final value of your Speed Check and surpass Zone 10, entering a Zone that does not exist on the battle map and subsequently gaining even greater Damage Mitigation. Alternatively, you may reroll your Speed Check.
  • Cleave The Tide: In exchange for removing any damage reduction effect upon yourself, you may perform an Attack Action against the God Searing Light, which reduces damage taken by others in the same Zone as you.
  • Face The Storm: This can only be taken on Zone 1. As your Action, you may perform a Mastery Check to stymie the force of the God Searing Light, globally reducing the efficacy of the beam. In exchange, you would be considered to be Super Vulnerable.
  • Support Actions can still be taken. Counter and Protect Actions can be performed even without an enemy target.

Map
  • The Map can be found here. We are now on Slide 5. Make your own Speed Checks for this round. Note that you can choose any value equal to or below your Speed Check. @Cynna must choose a new target for Rice Shower before rolling. @Jin may choose whose Magisteed they ride on, but does not make a Speed Check.
  • If you don't have access to Google Slides, let me knowwwww.


Cycle 4 Damage


  • @Nyancy gets exploded on, but between the Overshield and her Save, receives no damage.
  • Everyone except for Nyancy and Mayano Top Gun receive 10 HP Damage from the God Searing Light's Charge effect.

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
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0
Mastery
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Valor
20
Event
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Special
0
1 / 160

Event Horizon HP: 95/160

Zone: Jester in 1, Event Horizon in 10
SUPER VULNERABLE | Protected
Immortal


It was never ending. Just like when she took her first life. The blood that was spilled, that was just war on a minor scale. She wrote herself as the winner time and time again. Lorelei Cepheid was an agent of vengeance, but a justified one. Is that really what she managed to make herself believe for all those years?

Then what about now, pressing the force of her own past upon these three foes too similar to herself, except they had each other, as well as a giant death laser. Was this their vengeance? Was Jester facing a simple war between society and machines, or was it an ironic hell tailored just for her?

She couldn't even say she had someone. She was less than these three. She was liquid inside of a robot, and her sanity was held together by memories of someone who valued her. That man, he didn't even know he valued a murderer.

Murderer.

Murderer.

She continued to hug the steed keeping her thoughts from straying too far into the lost reaches of space. "I'm... really just a murderer, aren't I, Horizon?" Cepheid could feel the eye of the horse's galactic storm look back up at her, and she began to push herself up. "That's why I can still smile after all of the things I've done." She gave the steed a few more pats before sighting the opportunity to pick up @Jin.

At first, she hesitated. Not in stopping to help one of her teammates, but in what should come after. So long as those willing to wage war existed, war would be willed into existence. That included Baby Magnum. That included Old Fashion. That included Hard Plume. That included Cepheid.

Yeah. It was an easy choice after all.

The Photoprophet steered her steed over to Jin, and its form began to shift as it took pause next to him, swirling out as a nebulous nova of the night sky. Solar flares began to stir from the stars in its form and collect in shapes and waves that contorted the space in front of it. A wormhole, worthy of whatever wasted time came of stopping to help this man. Event Horizon would see to his escape should he agree to it. As for Cepheid, the robot in question leapt off her steed and looked at Jin.

"Remember last time when you left Zelrius behind? I hope you're smart enough to treat this in kind." She tossed the barely a man at this point her cloak, with her pale, glowing yellow eyes on display. Smiling, but obviously not. Not on the outside, at least. "Deliver this message if I don't survive this somehow." It wasn't a question, but still a request.

"Tell the hero 'thank you for everything', and that we're even now."

Cepheid would have stuck around to have a solid conversation with him, but it was understood easily that she didn't have the time. Neither of them had the time. Nobody on the entire team had the time. That's why she started sprinting full force back the way they came, towards what might as well have been a massive metal lycoris radiata. Jester didn't want anybody to die, but she felt it deep down. If it had to be anyone, then it had to be her. Not that she was going to accept that ending either.

The spaces between her joints began to leak out a neon blue ectoplasm as she pressed forward with breakneck speed and transferred as much of her horizontal momentum as she could into vertical momentum. She began to scrawl out runes with her own electric blood as quickly as she could onto the head of her staff, aiming for no place other than the very center of the spawn of the God Searing Light as she pulled the weapon back and swung it forward with all of her might.

She wasn't good at magic yet. This was the best she could hope for, and she prayed that her delivery would make up for the substance, that her speed would make up for the lack of weight and strength at her disposal. Vastly more than that, as the tic-tac-toe games of ever-changing thoughts and feelings began to take hold of her mind, she pressed through the doubts with the only memories she had left of being Jester. You know which ones those are, don't you? Try not to come running after me.

Of course that's what you'll do. What am I thinking? You hot-headed dummy. Haha... ahahahahaha-


if(Jester instanceof smile){
Jester setHP == 1();
}
loop(320);


Rolls



Roll Result
1d10 (10) = 10 (Speed Check - Zone 10)

Mastery Check

1d100 (59) + 15 = 74
Dynamism | Jester | 1489C5

Immortal. (Ability)
Once per thread, you may drop your current HP to 1. All damage and healing is negated until the end of the damage phase. If your negated damage is twice your maximum HP, you are dead.



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: 95/160
  • 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

[Jester Faces the Storm, Event Horizon offers Jin salvation in Zone 10]
 

Madison Mortiere

Magia
H
NG+
Messages
171
Gold
0
Mastery
0
Valor
34
Event
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Special
0
71 / 220


King Halo HP: 11/180
Zone: 8, Surpass the Light moves to 16
Protected


Meanwhile, Madison was not one for dramatics. Especially when faced with a giant murder death kill weapon that was about to atomize these poor idiots who thought they could help Astorea's futile little cause. No; the sheer determination to survive suited her far better.

Ignore the three smoking husks of twisted scrap that littered the battlefield. Ignore the assimilated city that focused every ounce of attention it could on their little band. Ignore the waves of pain that pulsed through her body with each gallop of the steed she rode upon.

The gunslinger leaned forward, her voice harsh in King Halo's ear. "We need to move," she shouted into the wind. Beaten, but not broken, the black chrome magitech horse tapped into the last of its power reserves and agreed with its rider.

Madison spared one last glance over her shoulder before throwing open the comms channel. "All of you--save your stupid martyr monologue bullshit for the final act and get the fuck out of here!"

Rolls



1d10 (8) = 8
Speed check | Madison Freebird | 1489C5

Decision: Surpass The Light to move from Zone 8 to Zone 16

"We're running! It's bad!" - Caduceus Clay



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
 

Nyancy

❮ Blade of Hope ❯
B
Messages
92
Gold
0
Mastery
0
Valor
7
Event
0
Special
0
69 / 140


+30 overshield Mayano
Zone: 10


Having escaped certain doom and dodged through the enemies attempt to crush and explode her, Nyancy was riding high.

"Alright, Mayano! That's how we do it! That's how ah hero handles bad guys. All guts, all glory, all heroics!"

Suddenly, Nyancy noticed that even though the battle was over, the war wasn't done. Suddenly, the sounds of a final attack charging could be heard. Turning her head, Nyancy watched the giant death laser charging, frowned, then sighed.

"Why is it that none ah these joyks can take ah hint! You're already beat? Just go down! I sweyah every time one of these bad guys gets knocked down ah whateva they either blow 'em selves up ah try and shoot one last big blayst tah take everyone with 'em. Just lose gracefully fah god sakes! Have some clayss! Jeez Louise, ah well. Time tah give it one moah go. Hopefully we all make it through this one."

Thinking quickly, Nyancy tried to decide what to do. It appeared as though Jester had already decided to try and go and hold back the attack on her own @Jester .

"Well, I guess one option is tah go help 'em but I don't know if I would do much good and I ain't keen on sacrificin' either of ouah lives when we already won. Nah, best thing I can do is try an make the best escape route I can."

Having decided what to do, Nyancy took action. Shooting through the sky like white starlight, Nyancy got to a distance she felt she could defend.

"Hopefully, I can handle tha fallout from back hea. I also hope thayat tha othas see I'm trying tah the area and get ova hea behind me. Hey! All ah ya's! I'm gonna try an defend tha area! If ya can hea me, NOW WOULD BE AH GREAT TIME TAH GET BEHIND ME! @Madison Freebird @Schilva Flasch @Jin @Aerial @Cynna @Valmont "

Nyancy grinned to herself.

"Always somethin' ain't it? Ah well, hea goes nothin'. Let's see what widdle Nyancy cat can do tah stem tha tide ah whateva."

Taking a stance, Nyancy would wait. If she was going to meet the blast with her own sword her technique needed to be as perfect as possible.

"Hero's paw..."

Nyancy closed her eyes as she prepared to draw her elemental blade of water. She focused all of magical power into her hand, it was everything she had left, but she would need it if she was going to counter an attack like this.

A sounds like a roar issued. The blast had gone off.

Nyancy opened an eye.

Wait fah it...

The blast rushed forward in blinding light.

Not yet...

It was moments away when...

"NEKOOOOOJITAAAAAAA"

Atop Mayano Top Gun, Nyancy slashed her elemental blade of water, Nekojita. The blade's power met the blast head on. As she held the blade against the blast, the force began to push her and Mayano back.

"OH NO YA DON'T! I AIN'T DONE YET!"

Pushing even more magic into the blade, Nyancy began to push the blast back. Water issued forth from the blade like a broken dam encircling the small Felis and covering the blade.

"MORE!"

Vortexes of water issued from the blade.

"NYANCY'S A HERO..."

It was as if a sea itself was rushing to Nyancy's side to deter the blast.

"AND NO MATTAH WHAT, HERO'S DON'T QUIT!"

Nyancy would hold as long as she had to. She would weather this attack, and Mayano would be behind her every step of the way.


Rolls


Nyancy moves to Zone 10, Cleave The Tide.

  • Cleave The Tide: In exchange for removing any damage reduction effect upon yourself, you may perform an Attack Action against the God Searing Light, which reduces damage taken by others in the same Zone as you.

(I didn't know how to double my MR/WR due to perfect condition so I did the math below)


Using Perfect Condition
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.

Ultra Counter
1d100 (93) + 10 (x2 = 20 perfect condition) + 5 (x2 =10 perfect condition) + 15 + 100 + 15 (charge) = 253
253 damage
Ultra Counter successful! 100 damage added. Take 20 less damage. Vulnerable State negated.
Hydromancy | Nyancy | Thread Code

(P) Charge | Weapon Arts B | Nyancy
Code:
 Charging weapon. Current charge: 00 (Max: 125)

(BA) Charge | Nyancy
Code:
 Unloading weapon's charge: 15




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
 
C

Cynna

Guest
70 / 140

70/140 Rice Shower

Zone: 9 start -> Steering 10
Vulnerable
| Protected (via Rice Shower)
Heel or Hero: Mayano-Nyancy
[twice is gone for thread]
+31 HP Heal (from Self) to Rice Shower and Cynna


"There was a goddamn escape scene!"

Cynna slapped her forehead for daring to think the light at the end of the tunnel was not in fact a freight train coming her way. Yes, this happened sometimes, the hero spares the badguy, the leitmotif starts playing then suddenly stops, and oh no the bad guy has a gun so the hero thinks quick and shoots him. Maybe after, they hug the love interest and stare at the clouds as the camera pans up, yeah, roll the credits----but In Cynna's favorites, there was always a line instead.

"Heh, I wasn't sure if there were any sparks between us but I guess you do care."

She said that to someone and yet no one in particular. But there had to be someone pulling the strings, she just felt it. Nyancy shouting a rendezvous was just the play-call she needed, nodding to Rice Shower, Cynna and her ride or die mecha-horsey partner just made it into the zone. They were flagging but they weren't out of it just yet. Cynna grinned stressed excitement as her brain racked itself for some kind of way to see them both out of this.

"In war you muster your hatred, find compatible hatred, and dispose of incompatible hatred. In other words, befriend the locals. Long story short, I learned a little something in the bug war."

Cynna said to anyone who could hear her, perhaps to hype herself up. She then grinned as she reached into her inventory, pulling out some green bottles. If one looked closer, the bottles had a pair of little beady eyes each.

"In Hyrule it's fairies, in The Sphere, it's the slimes that have your back. So what I guess I'm sayin' is that it's time for a good ol' #Slimeparty."

Undoing the bottles, Cynna sloshed one over Rice Shower, Herself, and Twin Turbo Kai (if in range Zone 8-10)

Rolls


Horse Speed Roll:

@Plutopia
Roll Result
3d10 (9 + 6 + 6) = Heel or Hero -> Mayano - Nyancy

(Steering to 10)

***
(Passive) Extension** | Summoning | Cynna ``Range: 2``

***
Bonus Action: Drafting - All Steeds behind Zone 10 gain +1 Movement

***

@Plutopia
Heal (AoE)
4d20 (14 + 11 + 18 + 10) + 15 + 10 + 15 = 31 (Total divided by 3)
+31 HP to 3 targets -> Rice Shower, Cynna, Twin Turbo Kai (if in range Zone 8-10)(@Schilva Flasch)
You are vulnerable.
Summon | Cynna | 1489C5







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
 
Last edited by a moderator:

Jin

H
Messages
324
Gold
0
Mastery
0
Valor
35
Event
0
Special
0
39 / 160

Still Alive Somehow
Zone 10


The strange mists that rolled up around his form gave very little relief. There was a numbing agent that might have done something more if all of his nervous system hadn't taken third degree burns or melted away entirely, but it only served to create a dullness where he should have already felt nothing. Terrasphere achieved a pain beyond human thresholds. In the real world, his brain would have simply shut down. Now, that failsafe was locked behind digits.

Clicking laughter became something more sinister as his blood bonded and used the catalysts in the healing agents @Cynna had buffeted him with to rapidly restore more flesh, sinew, muscle, and restore some semblance of functionality to his nerves. Just enough that he could reach out to the Magisteed that raced toward him.

He didn't recognize whether it was Famine or something else. In the chaos, it was simply a method of escape. The form mattered far less than the function.

The two erupted from the healing smoke, one bloody, extremely red and pink arm clinging to the neck of Event Horizon. His torso and arms had managed to coalesce and take a form, pulsating, dark runic inscriptions engraving themselves as his curse asserted its dominion over a new prison of flesh; but thus far, his lower body was still charred skeletal structure. There was no time to rebuild an entire body. Not before the impending doom beset them.

Event Horizon charged ahead, and with the limited resources provided to him and no control over the horse, Jin elected to devote everything he had to regeneration.

He was just in time to hear Cynna start rambling.

"Oh, there were sparks," he commented wryly. "No shortage of sparks. Melted off all of my skin, they were so hot." He had to laugh at the idea that sparks equated to caring. Whatever she was quoting, it suffered from that same romanticization that had demented multiple generations of their forebears.

Fuck it. For this one, he'd play along. "But frankly, my dear, I don't give a damn."

It was the most he could do at this point, anyway; because by the time he had said it, she was already on to something else.

Rolls

Recover



1d20 (20)
Recover 20 HP
Jin | 1489C5

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

45 / 120

46 / 120

-10 HP to Valmont and Aes from God Searing Light charging up.
Location: Zone 10
Fleeing.


Inconvenient. Annoying. Stifling. Exhausted. This day was only getting worse by the second. They left the magia behind, their forms broken, beaten, battered. The ship itself was fighting back, turrets blasting the terrain all around his allies.

Then the world took a page from his book. Or he took a book from theirs. He couldn’t remember where the inspiration for his Octahedron came from, he just knew they felt right. They moved almost of their own accord, a nearly proprioceptive link. Their surfaces opened, exposing the weak innards that the hardened shell protected. An intricate masterwork of Arcanamancy and Magitech, honed circuits designed to achieve results. Programming built right into the connections, designed when they were fabricated. Now he saw their progenitor writ large.

Run.

On his own, he had seen what his creation could do when pushed to its limit. Pushed beyond their limits. He had to know what he was working with. What the implicit rules of the world imposed on what would become his most important tool. He could vividly remember picking up the scattered remains of his hand, torn apart like a child gripping a firecracker. That was an experiment. That was a small scale test of a prototype. He watched on in horror as something orders of magnitude larger began to gather energy. Something fully realized.

RUN.

Aes shifted under him, turning to put hoof to steel and join their fleeing allies. The horse was far more intelligent than him. He passed Cephied, the magia standing a stalwart guard against this thing. This force of destruction. A corpse, fighting to the end. A brave, envious, fool. A person better than he. Following his need, his want, an Octahedron separated from him and joined the magia. It took up an orbit around the machine, its face opening to emit a protective field. A spark. A jerk. And it fell inert to the ground, killed merely by the radiation from being too close to the God Searing Light before it could do anything worthwhile.

Valmont closed the gap to Aerial, his golden eyes open wide in panic. He gripped the reins of Aes, hugging close to the neck of his mount. He could see her hesitation, her focus on Cepheid. As soon as he was close enough to hear he began to shout. ”Time to go! Ride! NOW!” His voice cracked with strain and stress. ”I can’t save them, but they’re trying to save us. Don’t waste it, GO! To the others! Do what you can!”

He flung out his hand at her and sent a group of Octahedron to her and Thunderstruck. Streaking away from him they opened, their cores glowing with a deep blue light. A second popped and fell to the ground, tumbling end over end from the speed. A smoking ruin. A third joined its sibling. But he was able to get three to her, and they began to pour energy into Thunderstuck’s core, overcharging it. Pouring speed into the construct. At the same time his last two did similarly for himself, pure speed bleeding into the clockwork core of Aes.

They ran. Ran as far and as fast as they could. Ran to join the others.


Speed Check



3d10 (7 + 6 + 7) = 6
Target: Aerial

Haste



1d6 (3) = 3
Haste | Valmont | 1489C5
1 to Aerial, 2 to Valmont

Bonus Action - Boost



1d2 (2) = 2
Boost | Mastery C | Valmont
Target: Aerial




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
 
Last edited:

Aerial

H
Messages
107
Gold
0
Mastery
0
Valor
4
Event
0
Special
0
Dormouse
45 / 140

[ 66/120 ]

- 10 HP (Aerial 45)
- 10 HP (Thunderstruck 66)

Zone: 10

Halt the celebratory dance and triumphant music! The victory screen eluded the team. Instead, a fucking death ray hummed to life. Well, shit.

After scolding her fellow "teammates", chastising any acts of martyrdom, the lone ranger ran for the hills. But they couldn't just leave Jester. Except, they could and they were. Individual by individual raced passed the conflicted rider.

Death in Terrasphere wasn't permanent. At least, that's what they claimed. But she could see their faces. The game had ruthlessly collected their lives, separating them from their physical bodies. Hell, she didn't even know if they were alive within Terrasphere or not.

Knowledge of the truth caused her sudden hesitation. Normally, she'd face dangerous storms head-on. But it was unknown whether this sudden revival of the game carried the same risk as it's predecessor.

"Dammit."


Aerial scowled as @Valmont raced up towards them, super-charging Thunderstruck with excess energy. It felt like shit leaving a teammate behind, running away with their tails tucked between their legs, but survival instincts kicked into gear. Maybe not in Aerial just yet but certainly in her steed. Unlike her (unconfirmed) infinite lives, Thunderstruck only had one.

The girl scrambled to wrap her arms around the bumpy horse-sized rollercoaster's neck. Honestly, Aerial hadn't expected the magical yet still mechanical horse to retreat. Yet, despite his appearance and hot-headed demeanor, primitive instincts still existed within his framework.

When they reached their fellow players, the white-haired female had settled on a decision. Despite her racing heart, she managed to casually jump from Thunderstruck's back. Thunderstruck was a little fucker but he was hers. Besides, she'd die if his death triggered an explosion like Famine's had.

Offensive actions were needed for defensive consequences. So, polearm at the ready, she took an aggressive stance next to @Nyancy. The spear sharpened across the ground before abruptly swinging a squall of air towards the building light.

"Lemme help you out!"


Time to cleave through this tide -- and most likely die.

Rolls

Movement: Zone 4 -> Zone 10
( 1d10 = 4 +1 (overdraft) + 1 (haste) + 2 (boost) + 2 (steering) = 10 )

CLEAVE THE TIDE!
**Sharp Attack**
1d100 (42) + 10 + 5 + 15 = 72
72 damage
+ 15 added from sharp attack
Total damage: 87
`Aeromancy | Aerial | 1489C5`



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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Messages
139
Gold
0
Mastery
0
Valor
46
Event
0
Special
0
Subparman

SCHILVA FLASCH
28 / 145

TWIN TURBO KAI NI[ 36/125 ]

Combat Log:
Speed Roll = 4+ All Out, Always 5 = Zone 9
SURPASS THE LIGHT: 9x2 = Zone 18
All Out, Always: used Bonus Action to maintain 5
-10HP from GOD SEARING LIGHT - CHARGE

Status:
PROTECTED | 1/2 DMG next cycle



As Schilva looked about him in a post-adrenaline-rush daze, Baby Magnum would spit heat, sparks and oil-blackened coolant from the clean fissure rent through its chassis as he and TWIN TURBO KAI NI split right through it. Sheathing his sword as the steed wheeled about, Schilva manages to catch a backwards glance of the destruction that the Starcalled had left in their wake.

Did...did we do that?


Patting TWIN TURBO KAI NI's side and trying his best to scritch the magisteed's bristling mane affectionately, Schilva manages to get out a breathless chuckle as the realisation dawned upon him.

H-Haha! We got'em good, buddy, we got'em good! I promise I'll treat you to as many apples as you like when we get back, as many as you like...


Then, as though lying down for a nap, Schilva slumps back down against TWIN TURBO KAI NI's uncomfortably angular form and, just like that, is out like a light.

Without directives from its rider, TWIN TURBO KAI NI loses what little courage it had before; the only thought thudding through its brain-equivalent was the urge to flee the terrible thing that was tugging even now at its strange silicon-substrate-based lifeforce.

Bearing its conked out rider on its back, @Cynna's lubricating dose of healing slime was precisely what TWIN TURBO KAI NI needed to make up for its overworked hydraulics and battle-worn axles, if only temporarily. Though a far cry from its peak condition, the magisteed that reared and whinnied a panicked thanks before dashing away already seemed that much further from death's door.

And dash it did! TWIN TURBO KAI NI's remaining secondary locomotion wheels supplemented its thundering hooves as it zipped beyond all other riders in its vicinity, even whipping past @Madison Freebird's noble steed and @Jin's gruesomely regrowing body in its extremity of urgency.

-
MUST

RUN

TERROR

MACHINE

HEART

EGG

RUN
RUN
RUNRUNRUNRUNRUN
-


Now, only one question remained as Schilva awakened again, screaming as his skin seared from the searing radiance of the deathbeam that was about to sweep their way and his flesh began to stick to TWIN TURBO KAI NI's increasingly overheating chassis.

What would TWIN TURBO KAI NI ultimately return to camp, Schilva Flasch or a charred pile of human remains?



Rolls



Roll Result
1d10 (4) = 4+5 (All Out, Always) = 9
Schilva's Speed Check | 1489C5

S U R P A S S
T H E
L I G H T
9x2 = Zone 18



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!)
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