Some Friendly Competition
Cycle 0 :Rendezvous by the stream...
Cycle 0 :Rendezvous by the stream...
A warm spring day with birds humming amid the gentle rustle of leaves. Brisshal can be a very beautiful place this time of year. Unfortunately with the events that had just transpired, it is easy to forget the beauty within Terrasphere.
You had met up with several others, some you may know, others you may not. You all saw the random messages looking for asskickers
and decided for one reason or another to check it out. Heading for the marked area in West Brisshal.

"YOOOOOO!"
Sarina was sitting by the stream with a small pile of fish in a basket next to her. She waved with one hand as her fishing line was being tugged on. Quickly grabbing it with both hands she pulled hard and the fish flew back into the forested path ahead.
Getting up without sliding into the stream. Sarina winds up her rod and set it on her shoulder. The fish sadly didn't make it back from the woods to her hand.

"So you guys are the ones ready for some fun...? Oh... hi green guy. I mean captain! I-I mean green guy I don't know very well. I didn't expect you to come here to just grind experience... Heheh."
The tomboy put her rod away and replaced it with her staff weapon. It was still the same as the day she spent training at the Hall of Heroes. Wiping one slimey fishy glove on her shorts, she held it out for anyone who'd like a knightly handshake... That's a thing, right?

"Pleased to meetcha, I'm Sarina and I am not affiliated with the Lion's Pride in any way whatsoever! I just want to beat the shit out of some gobbos! So I'm assuming you're into that too to be here? GREAT! "
Picking up the fish basket she fooled with her UI some as she continued.

"Don't be scared, it's just Starcalled things haha! I can't be dragging this along while we fight now, can I? What I'd do for something like this back home! So the idea is that there are a lot of gobbos all over West Brsisshal. With fewer people wandering the area they have their own little skirmishes with orcs and whatever when they aren't raiding Honeyhome."
Finished putting away her fish. Sarina smirked and spun her weapon.

"I saw a big group go through recently. Ripe for hunting! I heard stories of gobbos being OP as fuck years ago so now I'm pumped to punt them into the stratosphere! This is post Szofrit baby, and I'm feeling lucky! Let's have a high-stakes competition! I challenge all of you to a killing contest! Every gobbo is a point and whoever scores the most wins! Sound good? GOOD! LET'S GO ASSKICKERS!"
With that Sarina gave a wide-toothed nervous smile to Hanno that said "Please don't rat me out for unnecessary goblin war crimes!" and rushed into the woods.
<comms posts are considered as before or during her departure>
@Hanno Futaba @Elesis Blackstone @Herculean Drakecon @Zelrius
PLAYER SECTION
-
Some Friendly Competition
Rendezvous by the stream...
Thread Rules
- Playsheet: Use and link a playsheet. All selections are final once you make your first post.
- Word Count: 700 words excluding code.
- Post Speed: Roughly once per 48 hours. I will match your pace to a degree
- Fluid Time: Each character gets 1 post per cycle. There is no set posting order. Retroactive healing and protection are allowed, not retro buffing.
- Post Template: Please do not alter the [action*][/action*] and enemy/objective tracking portion of your post. These elements must be displayed as is at all times. NOTE: I am more lenient on this than any other narrator out there and I am the only one managing this event. So I'm okay with some spicing up... but do keep it clear.
- Comms: Limit of 3 posts per character, per cycle. Any communication can be done either by making a private comms thread or posting in the event's official comms thread.
- Rolls: All rolls must be done in the #event-rolls channel. If you roll and don't post before the damage phase, It doesn't count. One-liners are not an issue here so use them when you must.
- Thread Code: 1921
Code:[metercolor=0.0]blue[/metercolor][metertext=blue][inlinespoiler=Oversoul][0000/1000][/inlinespoiler][/metertext][metercolor=1.0]orange[/metercolor][metertext=orange][inlinespoiler=Food][100/100][/inlinespoiler][/metertext] [hp=100]100[/hp] (If you do not want to track Oversoul or Food you don't have to. It will be adjusted in the Party Section after every Damage Phase. If you choose not to track. Don't add these bars to your post. You may alter the code for these bars however you'd like including just using numbers. Be sure to keep the results clear.) [status] (This goes directly beneath the HP/Food/Oversoul bars.) [/status] (RP Post goes here) [action] (Rolls and actions go here. Feel free to change the roll box code as long as I can clearly see your results.) [/action] Build Sheet (you may optionally post your sheet in your header. Be sure it's clear)
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Cycle 0: Situationals
- Introduction: This is a story-centric introduction cycle. No mechanics are in play. This is not a prep cycle so no actions may be taken to impact Cycle 1. You may view your character data and consider your build sheet now. Builds are locked on your first post of Cycle 1.
- Tips: Unless someone ooc asks for help. Focus on your own character's skill set and become proficient with it before expanding to how others may impact it. You can usually ignore the more complex abilities simply by not activating the free action that applies them. The food meter may or may not prove important going forward. It does not drain atm for any character besides Hanno due to his passive.
Mission: Goblin Hunting Competition!
Objectives: Divergence is at hand. How well these Objectives are accomplished will impact the story development of the remaining cycles and ultimately this event's conclusion. You have enough energy and supplies to finish this by the end of Cycle 3!
- Objective: Defeat as many Goblin-type enemies as quickly as possible!
- Objective: A Player Character scores more enemy kills than Sarina!
- Objective: Sarina doesn't die once!
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When the time to face a Fated Moment comes to pass. Often the soul shines far brighter when it is ready to go further beyond. For those times in battle, there is Oversoul.<<Oversoul>>Starcalled Level 2
All of your points together are recorded at the end of every cycle. On your turn, you may use special Oversoul Free Actions, consuming the points you have personally stored.
Now that the Starcalled have reached level 2, individual Unique Oversoul Abilities have been unlocked! You can use these as soon as you have built up the required OP needed. Abilities listed as [SEALED] are unavailable until a later point in the story. These abilities do not consume OP. These abilities are based on the build, tags, title, racial traits, and DAs you register into an LFG. Once acquired these will be formatted similarly to Generic Unique ability cards (yellow) in the builder. They will reflect the version of your character when they registered only. Always be sure you have your build information up to date for the most appropriate abilities to be allotted to you.
Act as a team and use Oversoul to swing victory from the jaws of defeat Starcalled!
Methods of building Oversoul:
- Every point of HP/SP damage dealt, HP Healed, or Buff Applied to any amount of enemies or allies= 1 OP
- Half of the total damage received during the damage phase = 1 OP
- Every ally tagged (max 5) = 10 OP
- Enemy defeated = 25 OP to kill taker, 10 OP to the rest of the party.
- Important: All Oversoul is accumulated at the end of the damage phase after enemy attacks are dealt out. So you do not actually have the points you gain until they are given out by the DM/Narrator at that time.
System Details
- Events without an LFG do not use the Oversoul system.
- Oversoul cannot be used retroactively beyond the mentioned before/after definitions.
- Whenever a teammate is Killed/KO'ed they lose all Oversoul accumulated.
- All advantages granted to Critical hit are only 1d100.
- Advantages from Oversoul free actions do not work on Wild/Reckless pair. However, other forms of advantage such as Unique abilities and enemy weaknesses work as normal.
- Oversoul free actions may be combined together (enhance+force+chain etc).
- Beware: You are not the only ones that have Oversoul abilities...
Carry: (bonus action) You can move others. When you move, you can pick up a willing ally from any zone you move through and drop them off at any zone you enter afterward as a bonus action.
Reposition: (bonus action) You may move any one adjacent non-boss unit (and some objects) 1 zone in any direction from their zone. | Oversoul Global Free Actions
100 Enhance: +10 Modifier to next roll (checks, attacks, saves, etc). This must be done immediately after making the roll you want to enhance.
100 Force: Deal 25 SP damage when you deal damage. Does not work with aoe or splash. This must be done immediately after making the roll you want to enhance.
200 Chain (You and Ally): Combine one of your next Standard actions with one tagged ally's next Standard Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn, before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a chain is broken.
400 Overaction: Use an additional Bonus Action (you may not double the same BA). This must be done before taking action.
400 Cleanse: Remove all stacks of all curable ailments you currently have. must be done at the start of your turn before taking action or moving.
500 Action Swap: Swap any action of your choice in your build to your current build sheet. This can be done anytime on your turn.
500 Fortify: Negates your current Vulnerable state. This also brings Super Vulnerable back to Vulnerable. This must be done immediately after becoming vuln.
600 Unite (You and Ally): Combine one of your Special Actions with one tagged ally's next Special Action of the same type (Attack, Defense, Support). Giving both actions Advantage. Must target the same enemy/ally or enemies/allies if aoe. Must be used on the initiator's turn before rolling action. Your ally may choose to cancel the combo by not spending points on their turn. You do not get refunded if a unite is broken.
1000 Fate Turner: Negate a Nat 1 or any deathblow within 25 damage (consider it an HP shield worth 25 when used). Must be used immediately after a nat 1 or after a deathblow is dealt to you. Beware denying a set fate may make the next meeting with destiny much worse. This stacks...
1000 OVERSOUL: [SEALED]
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❮ Status
BuffsDebuffsMiscZoneProtected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable
| Oversoul
<<Oversoul>>
A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.
Starcalled:
The accumulation of Starcalled experience shared with you through Oversoul.
- Level 2: (passive) MAX HP +5 | Starting OP +50.
- Hero: (passive) MAX HP +20 | Presence +10.
- Slayer: (passive) Damage Bonus vs Goblins +15.
- Echos of Rhiannon: (passive) Immunity to most Sleep ailments.
- Cursed Hunger+: (passive) Regen 10 HP per turn (stacks with other Regen sources). You lose 25 Food/Energy every turn after your action. You can feed off of others (with permission) dealing 25 flat damage and recovering the Food/Energy Meter by 50. If your meter hits 0 you become Super Vulnerable and Immobile until fed.
- Food Craft: (bonus action) Hanno can eat his own hastily created lunch using Homecrafts. This negates the meter loss on the cycle used.
Glint of Light
Unlocks at 250 OP
- Ghast: (free action) Apply [Ghast: Roam / Equip] to yourself, and set whether it is active or passive. This action can be repeated each cycle to switch states.
- While Roaming gain +1 Range to all Attack and Defense Actions.. +10 flat damage to all Hinder-type actions for every 1 stack of ailment/debuff you are afflicted with (caps at +50). Roll all saves at disadvantage for as long as you are in this state.
- While Equipped reduce all damage taken by 10. Deals 25 retal when you receive direct damage from an enemy and they are within range (automatically calculated in the damage phase). Blocks 1 stack of a curable ailment/debuff being applied to you every cycle. Roll a 1d3 every cycle and if 1, gain a Dissonance stack.
- Soft Landing: (passive) Cuts Falling and Throwing damage in half.
- Protective Awareness: (passive) (aura) +5 Reflex Save to Hanno and all allies within 1 ring of him.
Brave Shine
Unlocks at 500 OP
- SEALED
- Guardian Aura: (passive) (aura) +10 for all saves to Hanno and all allies within 1 ring of him. Not stackable.
- Dimension Step: (bonus action) Roll a 1d2 if a 2 is rolled it's successful. Movement becomes the entire map and bypasses most obstacles. Can only be used once per battle. If failed, become immobile this turn.
Oversoul
Unlocks at 1000 OP
- SEALED
| MiscellaneousStyle: Tank/Command*❯
Armor Skill: Immortal
❮ Status
BuffsDebuffsMiscZoneProtected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable
| Oversoul
<<Oversoul>>
A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.
Starcalled:
The accumulation of Starcalled experience shared with you through Oversoul.
- Level 2: (passive) MAX HP +5 | Starting OP +50.
- Untitled: (passive) MAX HP +5 | Starting OP +10.
- Slayer: (passive) Damage Bonus vs Goblins +15.
- Anti Cold: (passive) When using a save to cure self of Freeze-type ailments, remove 2 stacks when successful.
- Sense: Awareness +10.
- Wild Heart: (free action) Move +1. For every enemy killed when this action is activated:
- Gain 1 stack of Wild.
- At 3 stacks gain Berserk (Uncontrolled) passive.
Glint of Light
Unlocks at 250 OP
- An Apple a Day:(free action)Select an apple from various regions to create a potion. Then choose whether to use or stock. Only one potion can be stocked but its effects are x3 next cycle. All buffs from this ability stack with other buffs.
- Solvale Apple: Restores 10% of MAX HP to self or 1 ally within range.
- Pormont Apple: +10 Fortitude to self or 1 ally within range.
- Sun Apple: +1 Move to self or one ally within range.
- Mix!: (bonus action) Combine up to 3 apples to create a potion with all of their traits.
- Apple Juice Alcohol: (stock) | ---- | The cocktail stored for use.Increases effectiveness by 3 times next cycle.
Brave Shine
Unlocks at 500 OP
- SEALED
- Dual Deflection: (passive) (selection) When using Shield or Disruptive you may use the free version of the other without having it equipped.
Oversoul
Unlocks at 1000 OP
- SEALED
| MiscellaneousStyle: Support/Tank❯
Armor Skill: Twice
❮ Status
BuffsDebuffsMiscZoneProtected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable
| Oversoul
<<Oversoul>>
A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.
Starcalled:
The accumulation of Starcalled experience shared with you through Oversoul.
- Level 2: (passive) MAX HP +5 | Starting OP +50.
- Untitled: (passive) MAX HP +5 | Starting OP +10.
- Slayer: (passive) Damage Bonus vs Goblins +15.
- Weapon Regeneration+: (passive) Immune to most Weapon Break debuffs.
- Night Beast: (passive) +5 to all rolls at night.
Glint of Light
Unlocks at 250 OP
- Crocomorph: (free action) Must be used before moving. Apply [C.Gladiator: Base / Morphed] to yourself, and set which form you're using. This action can be repeated each cycle to switch the state. While Morphed, gain the following:
- Mighty Blow: Knockback properties to all of your attacks. Standard attacks push back by 1 and special attacks pushback by 2.
- Heavy: Blocks the first 2 stacks of Hitstun every cycle. Reduces most displacement effects to Herculean by 1.
- Amphibian: Treat Water Zones as normal terrain.
- Fortitude +25, Reflex -25. all reflex saves are rolled with disadvantage. Take double the stacks of freeze-type ailments.
Brave Shine
Unlocks at 500 OP
- SEALED
- Smite+: (passive) Deals +20 damage modifier to the target and 30 flat damage to all enemies adjacent to them. Hinder/U. Hinder attacks have advantage.
- Lamb to the Slaughter: (passive) When an ally within or adjacent to Herculean's zone is given a deathblow. Herculean takes 100% of the damage dealt. Non-consensual.
Oversoul
Unlocks at 1000 OP
- SEALED
| MiscellaneousStyle: DPS/TANK❯
Armor Skill: Immortal
❮ Status
BuffsDebuffsMiscZoneProtected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable
| Oversoul
<<Oversoul>>
A unique ability card for your character tied to their Tags, Title, Oversoul, and the Starcalled Level. Built-in abilities are available regardless of OP. The rest become available as you store OP in battle.
Starcalled:
The accumulation of Starcalled experience shared with you through Oversoul.
- Level 2: (passive) MAX HP +5 | Starting OP +50.
- Ale-King: (passive) MAX HP +10 | Immunity to Poison.
- Slayer: (passive) Damage Bonus vs Goblins +15.
- Fated(?): +33 starting OP.
Glint of Light
Unlocks at 250 OP
- Bullshit Blazing:(free action) Roll 2d25 and apply [Blazing: 0/100] to yourself. Repeat this on every one of your turns and stack the points. If HP drops below half, double the roll result. All effects gained last for the rest of the thread, including if killed and revived.
- Burning: At 25 points become immune to most forms of Fire damage. (free action) Change any 1 zone within range to a Scorched Zone.
- Blazing: At 50 points gain Fire Walk.
- Bullshit Blazing: At 100 points Gain a +30 modifier to attack/defense actions. Gain Risky passive and the Splash bonus action without needing it equipped. Lose 50% of MAX HP after your action unless you deactivate Bullsshit Blazing. Once deactivated you must rebuild the gauge again.
- Noble Air: (passive) If your Presence is higher than an enemy's current HP you pass while moving. Gain +5 to all rolls this cycle (caps at 25)
- See Harmonics S: (passive) Gain advantage with saves vs enemy Harmonic attacks.
- (free action) Roll a Presence check vs 100 to share this effect with all allies in Zelrius's zone.
Brave Shine
Unlocks at 500 OP
- SEALED
- Trial by Fire : (passive) Every time an enemy damages (not damage from a zone's properties) and doesn't kill Zelrius. Gain a +5 damage mod (caps at 50).
Oversoul
Unlocks at 1000 OP
- SEALED
| MiscellaneousStyle: DPS/Terraformer*❯
Armor Skill: Twice
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NPC Guide
- NPC armor type only affects their armor ability (Surge, Twice, Immortal), not their HP.
- NPC actions are limited. This limit is set for the entire thread unless a player sheet revision and armor ability reset occurs. NPC should be considered still active in story but mechanically only assist with these actions. By using the comms thread, you may make a request for an NPC (@Pandora*) to take action or to conserve their action for a later cycle.
- NPCs take their turn at the end of every cycle unless a unique passive or ability is in play.
- Morale affects how NPCs approach many things including how fast their health drops.
- NPC are not obligated to remain in an event until the end and may exit a thread due to morale or plot reasons.
❮ Lions Pride | Hero❯
Sarina Knights
Health [Healthy]
Action Charges
NPCs will take action automatically every cycle unless advised to avoid doing so. Their chance of listening to advice is based on the adviser's relationship and the current situation. Sometimes an opportunity to recharge this meter presents itself.
❮ Status
Adrenaline [0 / 100]Competitive!: Sarina takes her turn first every cycle! Gotta take all the kills!
DebuffsMiscZoneProtected | Neutral | Vulnerable | Super Vulnerable | Extended Vulnerable
| Actions
Breaker Kick:
(standard action)
A kick that could even stop a god's ultimate attack! ...someday.
- Roll:1d100 + 20 + other bonuses
- Built In: On crit cancels enemy turn (not bosses).
- Built In: Nat rolls over 75 cause equal SP damage
- Built In: Pushes enemies back 1 zone. On crit, punts the enemy back 3 zones.
Barrage Strike:
(special action)
If you just hit them enough they'll give up.
- Roll: 8d40 + 20 + other bonuses.
- Explosion: Each 40 rolled grants another d40 roll.
- Becomes Vulnerable.[
Whirlwind Staff:
(standard action)
A whirlwind of protection as long as it doesn't hit the wrong targets!
- Roll: 6d20 + 20 + other bonuses
- Built In: Uses AoE dividing damage evenly on enemies in Sarina's zone and gives Protect status to all allies in her zone.
Battle Cry:
(free action) bonus action) (selection)
Excited battle cries to boost morale and draw attention to oneself.
- Free Action: When you perform any attack action, you may attempt to taunt your target and multiply your total damage calculation by 3. The result is your Threat Value.
- Bonus Action: Gives a +20 bonus for mastery expertise check, contribution, and save roll, to all allies (including self) within 1 ring of Sarina.
| Passives
Adrenaline Rush:
(free action)
Pure adrenaline made manifest.
- Free Action: Apply [Adrenaline 0/100] to self and roll 1d20 and keep the buff for damage. Each turn repeats, and this stacks (max is 100). At 50 points accumulated gain Move+1.
Versatile Fighter:
(bonus action)
Sarina pushes herself to adapt to different situations as they come.
- Bonus Action: All attack actions gain +20 damage.
- Bonus Action: Reduces all damage taken by 10.
- Bonus Action: Grants +25 to all Fitness and Knack checks.
Rescuer:
(bonus action) (passive)
Stay mobile and ready to leap to someone's aid in an instant.
- Bonus Action: Grants Carry.
- Passive: Takes all damage for the lowest HP ally (they must be below 50% HP) in Sarina's zone. Does not protect against AoE.
| ExtraStyle: DPS / Tank❯
Armor Skill: Twice
Morale: High
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