Complete Side Story Western Brisshal Some Friendly Competition

Pandora*

❮ Narrator ❯
Staff
Messages
253
Gold
0
Mastery
0
Valor
0
Event
0
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0
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Storage
Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Some Friendly Competition

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
OswgJ9S.png

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)



  • 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!

  • <<Oversoul>>
    Starcalled Level 2
    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.

    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...
    | Gobal 0 OP Cost Actions
    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]





  • 191.jpg
    Lions Pride | Hero | Character Sheet ❯
    Hanno Futaba
    Oversoul [50/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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

    | Miscellaneous
    Style: Tank/Command*
    Armor Skill: Immortal



    533.jpg
    Lions Pride | Untitled | Character Sheet
    Elesis Blackstone
    Oversoul [50/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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


    | Miscellaneous
    Style: Support/Tank
    Armor Skill: Twice



    321.jpg
    Explorers League | Untitled | Character Sheet
    Herculean Drakecon
    Oversoul [50/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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


    | Miscellaneous
    Style: DPS/TANK
    Armor Skill: Immortal



    89.jpg
    Adventurers Guild | Ale King | Character Sheet
    Zelrius
    Oversoul [83/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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


    | Miscellaneous
    Style: DPS/Terraformer*
    Armor Skill: Twice




  • 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.


    Vdgbmjb.jpg
    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!
    Debuffs
    Misc
    Zone
    Protected | 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.

    | Extra
    Style: DPS / Tank
    Armor Skill: Twice
    Morale: High


 
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Hanno Futaba

❮ Shield of Hope ❯
F
NG+
Messages
894
Gold
12,360
Mastery
10,670
Valor
1
Event
0
Special
0
Chanlye
Oversoul [50/1000]Food [100/100]
325 / 325

Chilling


Hanno smirked when Sarina slowed down when she noticed him, letting out a chuckle as he shrugged, reaching for her hand for a firm shake. "Captain, Hanno, Green-Guy. Any works, Rina." He teased the squire with a nickname, letting go of her hand and raising an eyebrow. "It is less of a grind, and more of an overseeing... I want to see if the training with Vina and that tigress were actually fruitful." Hanno said, but cracking his knuckles.

"Mind ya, I don't plan to go easy on you. Gotta bet that you will lose, and you will lose real hard." He provoked her, urging the girl to do her best. She was a competitive type, so the more he pumped her up, the better she would perform... And if she went too far... Well, he was there to make sure the worse wouldn't happen.

When the girl gave him the nervous grin, he returned with a wide one and a wink, encouraging her to go ahead.

His gaze then shifted to @Elesis Blackstone. "You too, Elesis. You better do your best, because those two guys?" He gestured to @Zelrius and @Herculean Drakecon with his chin.

"They are tough nuts to crack, but that's no excuse. It will be one hundred push ups for every place below the first."

That also applied to the girl that had just ran straight to the challenge.

"Give these two squires your worst, buddies." He chuckled at the other two men, hoping they would cause a mess.

Rolls


Just finding his squires cute and babysitting them


Build Sheet
 
Last edited:
Messages
86
Gold
0
Mastery
0
Valor
2
Event
0
Special
0
Oversoul [0000/1000]Food [100/100]
180 / 180


(This goes directly beneath the HP/Food/Oversoul bars.)


It had been a long road to recovery since his first confirmed death in terraSphere. He could still feel himself being rendered apart in real time and it shook his core even now. Though the experience shook him something strived him to push on. He would snap out of his mental daze when being addressed by @Hanno Futaba. His serious gaze would turn into a smile and clenched fist ready for action. This was his first real quest since his death and he wasn't going to make the same mistakes twice.

"Hm right @Hanno Futaba we should all do our best and keep each other well. miss @Sarina Knights was more than eager which was amazing but even goblins are scary when push comes to shove. Huh, you THE Hanno you're pretty famous. The second well-known player, I've met actually thinking about it. I think I would like to introduce myself as Herculean drakeson. Hoping he didn't come off like an asshole nor an edge lord but he was still processing his experience. This greeting would be extended to the entire party including @Zelrius and @Elesis Blackstone

" Sorry looked at that UI to get your name but it's more appropriate I should get your name with a handshake and all. I am pretty excited to get on the in action, Following you guys when your all ready of course. "

He indeed was glad hanno was here something put the barking mind of doubt away for now. A grin would spread across his face. Taking a moment to look at his UI and equipment to make sure everything was in place. While he waited for something in real life he would be snacking on chips. Every now and then herc mouth move tracking its movements.

Rolls


Reflects on his recent death and tries to keep his sprits up



Build Sheet
 
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Zelrius

❮ Ale King ❯
B
Messages
216
Gold
0
Mastery
0
Valor
13
Event
0
Special
0
Vesuvyan
Oversoul [0083/1000]Food [100/100]
175 / 175


(This goes directly beneath the HP/Food/Oversoul bars.)


Western Brisshal; verdant canopies, and teeming with flora and fauna. It was nice to hear its life come back for Spring. The cold winds had long disappeared, the grass in full bloom, and the winter monsters found competition again among those of Spring and the smaller critters of the forest. This place always looked like something out of a movie, or a dream. It was, of course, just a normal Fantasy Forest in a video game. But, Terra was the only place where someone like him could stand here, and be in that forest. Actually breathe its slightly humid air, and stand for a moment to listen to the cacophony of birds both recognizable and foreign. And live the dream.

The others were there, by the pond. @Hanno Futaba - a Faerin who he had fought alongside of likely half a dozen times by now. When was the last time he saw him? They weren't friends, but it was undeniable the pyromancer felt a sense of familiarity with the pointy-eared knight.

Another, introducing himself as @Herculean Drakecon - A massive man with crocodilian features, and a giant weapon. Definitely the type that you'd expect to find answering Lion ads for competitive slaughter events. He seemed friendly enough, considering.

That one contrasted by the girl. The man had to take a note from Herculean, using the UI to steal the fox-beastfolk's name. @Elesis Blackstone - There was a thought that she was maybe a bit smaller than everyone else here, and a question if that would make for a good competition. Until the man realized that she was technically taller than Hanno, and there certainly was no question he would put up a fight. So why shouldn't she?

He couldn't help but try and hide the grin that was pulled out of him by the Faerin's comments. "Wear them out and run laps? Sure." He joked back, always fighting the neutral-state of being too serious, or a buzzkill. This was supposed to be fun, a friendly competition. A way to kill time.

Sarina was already gone to start this contest. The redhead took a moment to scan the others and blink, wondering if there was maybe something he missed in Sarina's speech. Run around, kill goblins? Who keeps track, how do we know if someone is lying or lost count? Not even a "3-2-1-GO!"?

Rolls


Arrives, feeling like usual.



Build Sheet
 
E

Elesis Blackstone

Guest
Oversoul [0060/1000]Food [100/100]
100 / 100


On Duty!


Having gotten into her leather Outfit, Elesis made sure her cloak was clipped properly, and that her tail wouldn't be on it's way. Not enough to bother her, at the very least, as they finally reached the rendezvous point and Sarina made a spontaneous introduction for the party.

"Noblesse Obl-" Elesis's fist halted from reaching her heart as Sarina introduced herself as Not-Lions, something that completely threw her off as she addressed Hanno as 'captain'. "But only lions doth yond..." She mumbled to herself, but logic would probably go through both ears of this Not-Lions woman shooking off her head as the fox nodded instead and watched the pair's exchange of words and challenges.

Then Hanno's gaze pointed back at her, tilting her head curiously to both @Herculean Drakecon and @Zelrius as her knight addressed their strength, and a yelp escaped through her lips at the punishment for failure. "100?!" Her voice cracked a little once she broke character, clearing her throat moments after. "O-of course captain! I shalt prove myself by claiming first place, one goblin skull at a time!" She slammed her fist against her chest to salute him, before turning over to the duo.

"Hail! Thou may calleth me Elesis. T's a pleasure to meeteth thee, sire Herculean, and thee, mister." She waved back at the pair, but given how the redhead didn't introduce himself, a simple honorific should do.

Of course, she couldn't do the same with Sarina now that the woman rushed ahead, in the most unchivalrious way possible. What kind of Knight doesn't wait for her- Oh right... She's 'Not-Lions'...

Clipping off her glowing mug, Elesis pulled up the lid and took a whiff from the apple juice stored within. The alcoholic beverage still yet to be sprinkled with any magics, but that wasn't the purpose this flask alone had. Taking a trying sip, she hummed pleasantly so before offering it to Hanno.

"Tis Fresh. Mine own latest batch, Captain. Prithee, share thy thoughts with me." Elesis called, wiggling the mug a little in an attempt to persuade him



Rolls


Trying to keep up with the expectations put on her and sharing some of her drink with Hanno


Play Sheet
 
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Pandora*

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Some Friendly Competition

Cycle 1: The Goblin Hunt!

Chasing Sarina into the dense forest you could hear the sounds of creatures ahead. Familiar sounds for most Starcalled. It was the sound of goblins! Strange to hear considering they tend to stay quiet until they are raiding your caravan, stealing your women, and offering your corpse to a blood god.

That thought may not be at the forefront of your mind though... since it also stank to high heaven. Of course, there can be many strange scents in the woods. ...but this was unlike anything you've smelled before. Like a corpse but somehow... sweet? If your smelling senses were particularly strong you would find it difficult to focus without holding your nose and even then the odor lingered in your nostrils.

A clearing came and there they were, goblins! Sarina had already rushed directly at one along the path like a reckless ape. Just another Starcalled moment.

"SMACKDOWN TIME GREENSKINS!"


Sarina yelled, effectively ending any hope of sniping goblins one at a time in the woodlands. Sarina was a brawler and anything less than a full-on melee would be disappointing! Would Childress or Saya just hide in trees and bushes? Hell no, it's about going WILD! Someone has to put the Lion into the Lions!


"Gobgobgobgob?!"


"GobGOBgobGOBgobGOBgobGOB!"


"Gobgobgobgob!"


Further ahead goblins were acting unnaturally panicked scrambling about with their tongues dangling and eyes bulging. The goblins seemed to be discussing something but besides GOBGOBGOB you wouldn't hear much else.

"Gobgob! ...gobgobgobgobGOB!!!!"


A goblin wearing a snazzy pointy hat (obviously he's a genius), points at your party. Weapons were drawn and angry goblin stares all turned at your party. Blood for the blood gob!

Let the battle begin!




PLAYER SECTION


  • Some Friendly Competition
    C1: The Goblin Hunt!


    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: 1921C1

    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][Move]
    A1 → A2  (Actions)[/move]
    
    Oversoul Action Here
    
    Bonus Action Here
    
    Main Action Here
    [/action]
    [fa]fa-solid fa-skull[/fa] Enemy: X/X HP | X/X SP (repeat for every enemy attacked)
    [fa]fas fa-swords[/fa] Character Sheet  (you may optionally post your sheet in your header. Be sure it's clear)
    [fa]fa-solid fa-sparkles[/fa] Oversoul: X/X OP (remember this only is stored once the damage phase concludes)


  • Cycle 1: Situationals

    • Character Sheets are locked upon your first post this cycle.
    • Vanguard: (initiative) At the cost of 33 HP, you may start anywhere in row 5.
    • Find: (passive) Reveals hidden enemies, objects, etc when you enter their zone. As a BA you can expand this to all zones adjacent to you. This is a generic and thus not very effective version.
    • Tips: The food meter for @Hanno Futaba has begun to drain. Be careful with fire abilities in dense forests!

    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 is not defeated!

  • <<Oversoul>>
    Starcalled Level 2
    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.

    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...
    | Gobal 0 OP Cost Actions
    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]





  • 191.jpg
    Lions Pride | Hero | Character Sheet ❯
    Hanno Futaba
    Oversoul [50/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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

    | Miscellaneous
    Style: Tank/Command*
    Armor Skill: Immortal



    533.jpg
    Lions Pride | Untitled | Character Sheet
    Elesis Blackstone
    Oversoul [50/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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


    | Miscellaneous
    Style: Support/Tank
    Armor Skill: Twice



    321.jpg
    Explorers League | Untitled | Character Sheet
    Herculean Drakecon
    Oversoul [50/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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.

    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


    | Miscellaneous
    Style: DPS/TANK
    Armor Skill: Immortal



    89.jpg
    Adventurers Guild | Ale King | Character Sheet
    Zelrius
    Oversoul [83/1000]
    Food [100/100]
    Health [XXX/XXX]


    Status
    Buffs
    Debuffs
    Misc
    Zone
    Protected | 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


    | Miscellaneous
    Style: DPS/Terraformer*
    Armor Skill: Twice




  • 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.


    Vdgbmjb.jpg
    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 [11 / 100]
    Competitive!: Sarina takes her turn first every cycle! Gotta take all the kills!
    Debuffs
    Misc
    Location: D3
    Protected | 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.

    | Extra
    Style: DPS / Tank
    Armor Skill: Twice
    Morale: High


 
Last edited:

Pandora*

❮ Narrator ❯
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Messages
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Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Cycle 1:
Enemies / Map / Mechanics



Battle Map


INbvjub.jpg


Map Details

<You may start anywhere in rows 6-7>

Brisshal Forest:
((Area)
All zones are considered Nature Zones.
  • Nature Magic gains a +10 modifier.

Terrible Stench:
(Area)
A horrible odor permeates the area.
  • Those with an enhanced sense of smell suffer a -5 modifier on all rolls.

Grasslands:
(Nature Zone)
Generic nature zones.


Forested Zone:
(Nature Zone) (Difficult Terrain),
Thickly forested areas that are both difficult to traverse and can hide ambushes.
  • Sneak Attacks have advantage when used from this zone.
  • When turned into a Scorched zone. Forested zones become Wildfire zones instead.
Wildfire:
(Damage Zone) (Pyro Zone)
A forest fire has broken out here! This zone converts all adjacent forest zones to Wildfire in every damage phase!
  • Pyromancy gains a +10 modifier.
  • Allies take 20 flat damage every cycle when passing or ending their turn in this zone.
  • All enemies present take 25% MAX HP damage when passing or ending their turn in this zone.
  • Pyromancy users of S rank are immune to this damage.
  • Hydromancers can make a Hydromancy MR+WR check vs 100 to remove a Wildfire zone within range.

Cliff Zone:
(Nature Zone) (Geo Zone) (Difficult Terrain)
Elevated cliffs that must be traversed carefully or bypassed entirely through advanced methods of transportation.
  • Geomancy gains a +10 modifier.
  • Characters with Float or Hovering type movement may reduce 1 zone worth of difficult terrain. While Flight, or Warp type abilities may bypass the difficult movement penalty while those are in use.





Panicking Goblin x8


1 0/50 SP
100/150 HP
2 0/50 SP
100/150 HP
3 0/50 SP
100/150 HP
4 0/50 SP
100/150 HP
5 0/50 SP
100/150 HP
6 0/50 SP
100/150 HP
7 0/50 SP
100/150 HP
8 0/50 SP
100/150 HP
At 0 SP this enemy becomes Vulnerable.
Panic!:
Deals 30 damage to all in the goblin's zone. Indiscriminate.

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage and your attacks are at a disadvantage. Currently unavailable due to panicking!

D. Thorn:
When killed, release a wave of thorns dealing 20 flat damage to all players within 1 ring of the goblin.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Simple
  • Movement: 2 (Normal)
  • Location: (1 - C1), (2-C1), (3-C1), (4-C2), (5-C2), (6-D1), (7-D1), (8-D1)


✦✦

Goblin x4


1 50/50 SP
008/150 HP
2 50/50 SP
150/150 HP
3 50/50 SP
150/150 HP
4 50/50 SP
150/150 HP
At 0 SP this enemy becomes Vulnerable.
Gob Attack
Deals 1d50 damage to a single target in the same or adjacent zone.

Gob Mob:
Deals +5 damage for every additional Goblin in the targets zone or adjacent.

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage to you, and your attacks are at a disadvantage.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: (1 - D3), (2-E2), (3-B3), (4-E3)



✦✦

Goblin Shaman x2


1 50/50 SP
150/150 HP
2 50/50 SP
150/150 HP
At 0 SP this enemy becomes Vulnerable.
Gob Fire:
Deals 1d50 damage to a zone of players up to 2 zones away. Creates a Scorched zone.

Gob Heal:
Recovers a zone worth of allied goblins by 50 HP/SP within 2 zones. This cures Panicked!

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage and your attacks are at a disadvantage.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: (1 - B2), (2-D2)

 
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Hanno Futaba

❮ Shield of Hope ❯
F
NG+
Messages
894
Gold
12,360
Mastery
10,670
Valor
1
Event
0
Special
0
Chanlye
Oversoul [50/1000]Food [100/100]
275 / 275

Location: D3
Vulnerable


"Hey, Rina! Oh well..."

Hanno shook his head, seeing the reckless advance of the girl, certain that they could've caught them off guard... Well, if anything, she seemed to be having some fun with that... And they may have not been caught off guard, but surprised they certainly were, especially since some were panicking.

"Alrigh'. You heard the girl, buddies, let's do it!"

The faerin charged in, thrusting his shield forward and trampling his way toward Sarina, nearing her and partially trying to cover her while pushing the goblin aside, leaving room for @Elesis Blackstone to step in and bring it down.

"Take this one, Lassie-"

He said, then turned to the other goblins, aiming his shield at them.

"GHAST!"

A rumble followed the call, with an eye opening widely in its center, "Ku ku ku~" It murmurred, with shields ripping out of its bulky carapace and entangling the goblins to hold them down for @Zelrius to come with a finisher move.

Taunting (537)

"If you are scared, run and leave the fight to the adults!"

The faerin roared, trying to drain the attention from the remaining goblins along with the flame-haired man, hoping to keep the squires protected and give more room for @Herculean Drakecon to charge in for the rest of the enemies.

Rolls


Movement: Spawn at D6 > D5 > D4 > D3

(BA) Food Craft
Oversoul | Hanno Futaba | 1921C1

Ultra Hinder
2d100 (63 + 16) + [50] + 25 + 25 +15 = 194
194 SP damage
You are Vulnerable.
Aura | Hanno Futaba | 1921C1

(F) Area Effect

44 SP Damage
on Goblin 1
50 SP Damage
on Goblin 2
50 SP Damage
on Goblin 4
50 SP Damage
on Shaman 2

(F) Guardian

Mitigate 10 damage from @Elesis Blackstone and 5 damage from Sarina.
Aura | Hanno Futaba

(F) Taunt
(179 * 3) = 537 threat
Hanno Futaba


Build Sheet
 
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E

Elesis Blackstone

Guest
Oversoul [0060/1000]Food [100/100]
110 / 110


Vulnerable
+8 HP
from Regeneration + Infuse
+10 DMG Mitigation


The bravado out of Sarina was inspiring. From the creative insults to the way she simply rushed ahead at the first opportunity without a plan. For a moment, Elesis felt compelled to do the same, were it not because of Hanno's presence being enough of a reminder, she could already imagine what he would say if she did that...

'Five hundred thousand squats, Elesis!'

Shooking off the imaginary buddy in her mind, Elesis drew her shortswords from their leathery scabbards once Hanno begun to charge.

"Falleth not behind, everyone! Let's meeteth those folk with steel and fire!" The fox girl cheered up for the group, resting the guards of her blades upon her shoulders.

Her heart pumped full of adrenaline, and it took her an extra effort to limit herself to match @Hanno Futaba's pace, as the desire for battle grew greater at the sight of a pummeling one of the gobbos took from her fellow Knight squire.

"On it!" She confirmed, just as the faerin gave her an opening by shoving the goblin off-balance and protecting Sarina all at once, reversing the grip on her off-hand after one sword skewered through the goblin's chest, finishing it off with a clean cleave against the throat before switching to a balanced, high stance with her weapons.

"Thou art clear, sire Herculean and mister Redhead. Gauge em!" Proximity allowed her to make sure none would interrupt Hanno as Ghast neutralized them, quick feet allowing her to intercept any strikes coming to them and Zelrius.


Rolls


Movement: Spawn D6 > D5 > D4 > E3

Wild Heart Activated
+1 Movement


(F) Regeneration
(3) = 3
Regenerate 3 HP.

Mend | Elesis Blackstone

(F) Infuse
+5 HP to your regeneration.

Mend | Elesis Blackstone

(BA) Rush
Double your total movement count this cycle.
Elesis Blackstone | 1921C1

Ultra Protect
1d100 (64) + 10 + 0 + 15 = 89
89 damage to Goblin 1
Give 3 allies within range the Protected State. You are Vulnerable. (@Hanno Futaba | @Zelrius | @Sarina)

Guard Arts | Elesis Blackstone | 1921C1


Play Sheet
 
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Messages
86
Gold
0
Mastery
0
Valor
2
Event
0
Special
0
Oversoul [0000/1000]Food [100/100]
180 / 180




(This goes directly beneath the HP/Food/Oversoul bars.)


The start of the battle was swift to start and @Hanno Futaba was calling the shots. Something in the back of his mind wanted him to rush into combat without hesitation. He waited like a trained animal till he saw his party engage the enemy. His eyes darted around the battlefield keeping track of the comms going on and the movements of others. Activating the metamorphs skill which displayed a timer and a visual bloody transformation to boot. He would grow into a towering eight feet tall his body fitting into his armor and filling it in nicely. Grabbing his weapon from his side the ringed polearm would be heavy to most people, but not him. Unfolding it and swinging it around as he showed off a row of sharp teeth in a menacing grin, His grip tightened around his weapon.

Suddenly his eyes turned blood shot read and roared rushing into battle building momentum with his weapon. The orders being given to him by his party only heightened him further. He had a point to prove and he was going to make it. The large-bodied warrior moved with speed attempting to catch the goblin shaman off guard.

"Right thanks for the path the goblin shaman heh this should be easy @Elesis Blackstone. The Herc man has your back now."

In a display of absolute savagery rush till he got in front of the shaman and leap into the air. He would bring the weight of the entire weapon on the shaman with a powerful swing. He would attempt to break bones on impact.

Rolls

Movement: D6 → D5 →D4→C3 (Actions)

Oversoul Action Here

(bonus action)Rush

Sharp
1d100 (87) + 20 + 15 = 122
122 damage
Crush Weapons | Herculean Drakecon | 1921C1

(F) Disruptive
Your attacks deal 10 SP damage in addition to its regular damage.
Herculean Drakecon


Goblin shaman 1: 150/28 HP | 50/40 SP

Charcter sheet (you may optionally post your sheet in your header. Be sure it's clear)
Oversoul: X/X OP (remember this only is stored once the damage phase concludes)
 
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Zelrius

❮ Ale King ❯
B
Messages
216
Gold
0
Mastery
0
Valor
13
Event
0
Special
0
Vesuvyan
Oversoul [0080/1000]Food [100/100]
190 / 190


Normal
add 15 max hp from Level 2 + Ale King because i forgor last cycle


It was time to go, to take off after Sarina. That was as good as a verbal 'go', the man supposed to himself. Taking off after her through the forest with smoldering, molten steps to try and catch up. Certainly, the energetic, hard-to-understand woman had found said Goblins rather quickly. Not too hard, given they're were everywhere in this forest. Still, it was impressive the speed she found some pretty serious danger with their numbers.

Herculean's transformation was... surprising to say the least. Turning into a full blown croc, with the menacing teeth and jaws, and all. And off to the side. It was enough to convince the man to just act outright, rather than wait. Having not seen Hanno's own shield move, or the positioning that Elesis took up closer to the center of the mass of the field.

If the crocodilian was going to handle that Shaman, Zelrius would take on the other. As well as his complete entourage of allies nearby. The man smiled, getting an idea. One that he had formulated during the final fight with the Robot Mother some time ago. Fire and Steel. That's how his current allied Foxgirl had put it. It was apt. A good idea, even.

Dynamism was a hell of a skill. One that would care the man forward. Letting that said fire begin to build in a cone around him. Beginning to spread and burn the air as it passed by his clothing and skin. Then, height was found. Up tree branches, using the speed and jump height from the Mastery to make that seamless transition. Back down, now - That was the move. Turning his form from a normal, sprinting human into a flaming ball. A comet that descended down into the mass of greenskins, panicking and not.

One that set its course for, and impacted one of those creature with its pointy, fancy hat. Letting his excitement and heat immediately spread out upon contact. Letting it expand and splash out to touch any who dared remain too close.

If Sarina wanted a contest, she'd certainly be getting it from the Pyromancer.

Rolls

Movement: D6 → D2

Wild Attack
2d100 (98 + 84) + 20 + 25 = 227 + 15 Slayer
242 damage
Pyromancy | Zelrius | 1921C1 | +15 for Slayer OS |
(F) Area Effect
Divide your damage between the target and all enemies adjacent to them. Take retaliation damage (if any) from each enemy you damage.
Zelrius
242 Damage split among 5 Targets.
77 Damage to Shaman2 | 50 Damage to Panicking Goblin5 | 50 Damage to Panicking Goblin6 | 50 Damage to Panicking Goblin3 | 15 Damage to Goblin2

(BA) Area Effect

3d20 (8 + 15 + 15) = 38 splash damage
Zelrius | From D2
Affected Tiles: C1, D1, C2, E2, D3, E3


= Splash Damage Recipient
Goblin Shaman(2): 0/150 HP | 0/50 SP
Panicking Goblin(5): 0/150 HP | 0/50 SP
Panicking Goblin(6): 0/150 HP | 0/50 SP
Panicking Goblin(3): 0/150 HP | 0/50 SP
Goblin(2): 97/150 HP | 0/50 SP
Panicking Goblin(1): 62/150 HP | 0/50 SP
Panicking Goblin(2): 62/150 HP | 0/50 SP
Panicking Goblin(8): 62/150 HP | 0/50 SP
Panicking Goblin(7): 62/150 HP | 0/50 SP
Panicking Goblin(4): 62/150 HP | 0/50 SP
Goblin(4): 112/150 HP | 0/50 SP
Character Sheet
Oversoul: 80/1000 OP
 
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Pandora*

❮ Narrator ❯
Staff
Messages
253
Gold
0
Mastery
0
Valor
0
Event
0
Special
0
OOC
Storage
Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Some Friendly Competition

Cycle 2b: The Hobgoblin's Counterattack!

The panicking goblins were brought down under the descending flame of @Zelrius. The Goblins screamed as their bodies fell apart. Decaying rapidly as thorn-like projectiles ejected from their bodies and collided with the swordsman. His body would burn with a different sensation than that of his own flames. Thankfully the thorns didn't stick. The shaman that had planned to assist them was brought down in flame without a chance to respond.

"YAHHHHH!!! we got this! Urgh what is that smell?" Did these gobbos shit themselves?! Heh that's what I'm talking about!"


The fight grew fiercer. Goblins throwing themselves at Hanno with brutal gob gobbling! Goblins alone were not much to write home about. But together? The goblins weren't as stupid as many players liked to believe. They can and WILL swarm their unworthy foes.

A glint of a yellow slanted eye in the shade of the forest...

"Gobgobgob! Goooob!"


The Goblin Shaman that watched over the battle from above was met with the weight of @Herculean Drakecon's mighty blow. The greenskin was indeed shattered. Yet its will to live was not broken. Raising a bloody trembling claw, the magic user unleashed a final spell on its panicked allies. They grew calmer and drew their weapons... to only join in the murder of the green faerin.

They were many but not exactly smart to know when they are baited...

A big-toothed smirk...
A glistening blade...

A spell was flung from the eastern woodlands. Goblins that were tearing each other in some unknown confusion suddenly regained their senses and angrily turned towards your party.

Wait, a spell?

Two Goblins shot out of the brush as the crafty shaman emerged with a cackle. The goblins leapt directly at Elesis... no they too attacked that green magnet @Hanno Futaba!

"Damn! MORE GOBBOS?! Sneaks! Don't worry oh.. shit!"


The goblins had been in disarray. Something had happened. Yet now these wannabe warriors thought they had the drop on the strongest race in all of Arcia? They forget who were the true masters of ambush!

A shadow fell over @Elesis Blackstone who was too far out...
A lick of the lips as drool fell upon a readied blade.
He emerged.

"Gob."


A massive curved blade cleaved into Elesis's body attempting to turn her into Ele Sis.

"SHIIIIIIT! Art thou! I'mma punt you so HARD!!!!!"


Sarina pummeled a goblin standing in the way with a rapid series of smacks and ran beside her as the greenskin quivered in a mass. Too pumped to focus on anything but punting one gobbo after another! She would still continue to do so besides her own wannabe!

"Bring it you BIG BOOGER!




Cycle 1 Damage Phase


Highest Threat: Hanno

Elesis defeated Goblin 1!
Zelrius defeated Panicking Goblin 3,5,6, and Goblin Shaman 2!


Panicked Goblin 5,6 and 3 released a wave of thorns!
Zelrius takes 60 damage!

Goblin Shaman 1 uses Gob Heal!
Panicking Goblin 1 and 2 changed to Goblin 5 and 6!


Goblin 2 attacks Hanno for 23+10 damage: 33
Goblin 3 attacks Hanno for 33+10 damage: 43
Goblin 4 attacks Hanno for 23+15 damage:: 38
Goblin 5 attacks Hanno for 9+20 damage: 29
Goblin 6 attacks Hanno for 3+25-5 damage: 23


Panicking Goblins 7 and 8 PANIC and take 30 damage each!
Panicking Goblin 4 retreated!

Goblin 7,8, Goblin Shaman 3, and Hobgoblin appeared!


Goblin Shaman 3 uses Gob Heal!
Panicking Goblin 7 and 8 change to Goblin 9 and 10!

Goblin 7 attacks Hanno for 35+30 damage: 65
Goblin 8 attacks Hanno for 39+35 damage: 74 =305

Hanno makes a Fortitude save to reduce the total damage.
(Nat100 = 0 | 100 = 153 | 50 = 228 | 25 = 274 | Nat1= 610)

Hobgoblin attacks Elesis for 39+35x2-10 damage: 138
Elesis makes a Fortitude save to reduce the total damage.

(Nat100 = 0 | 100 = 69 | 50 = 103 | 25 = 124 | Nat1= 276)



Oversoul Growth
Hanno Futaba gained 351 OP!
Elesis Blackstone gained 206 OP
Herculean Drakecon gained 202 OP!
Zelrius gained 674 OP!



Sarina's C2 Turn:
Adrenaline Rush = +17
Battlecry (Taunt) Threat = 684
Barrage Strike = 228
Sarina defeated Goblin 8!





PLAYER SECTION


  • Some Friendly Competition
    C2: The Hobgoblin's Counterattack!


    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: 1921C2
    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][Move]
    A1 → A2  (Actions)[/move]
    
    Oversoul Action Here
    
    Bonus Action Here
    
    Main Action Here
    [/action]
    [fa]fa-solid fa-skull[/fa] Enemy: X/X HP | X/X SP (repeat for every enemy attacked)
    [fa]fas fa-swords[/fa] Character Sheet  (you may optionally post your sheet in your header. Be sure it's clear)
    [fa]fa-solid fa-sparkles[/fa] Oversoul: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 2: Situationals

    • Find: (passive) Reveals hidden enemies, objects, etc when you enter their zone. As a BA you can expand this to all zones adjacent to you. This is a generic and thus not very effective version.
    • Tips: Ambushed by Gobbos?! Don't forget the Objectives! Wipe the enemy in record time even when on the defensive!

    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 is not defeated!

  • <<Oversoul>>
    Starcalled Level 2
    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.

    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...
    | Gobal 0 OP Cost Actions
    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]





  • 191.jpg
    Lions Pride | Hero | Character Sheet ❯
    Hanno Futaba
    Oversoul [351/1000]
    Food 100/100]
    Health [122/275]




    Status
    Buffs
    Debuffs
    Misc
    Location: D3
    Protected | 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

    | Miscellaneous
    Style: Tank/Command*
    Armor Skill: Immortal



    533.jpg
    Lions Pride | Untitled | Character Sheet
    Elesis Blackstone
    Oversoul [252/1000]
    Food [100/100]
    Health [007/110]


    Status
    Buffs
    Debuffs
    Misc
    Location: E3
    Protected | 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


    | Miscellaneous
    Style: Support/Tank
    Armor Skill: Twice



    321.jpg
    Explorers League | Untitled | Character Sheet
    Herculean Drakecon
    Oversoul [252/1000]
    Food [100/100]
    Health [190/190]


    Status
    Buffs
    Debuffs
    Misc
    Location: C3
    Protected | 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.

    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


    | Miscellaneous
    Style: DPS/Tank
    Armor Skill: Immortal



    89.jpg
    Adventurers Guild | Ale King | Character Sheet
    Zelrius
    Oversoul [757/1000]
    Food [100/100]
    Health [130/190]


    Status
    Buffs
    Debuffs
    Misc
    Location: D2
    Protected | 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 Bullshit 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


    | Miscellaneous
    Style: DPS/Terraformer*
    Armor Skill: Twice




  • 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.


    Vdgbmjb.jpg
    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 [28 / 100]
    Competitive!: Sarina takes her turn first every cycle! Gotta take all the kills!
    Debuffs
    Misc
    Location: E3
    Protected | 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.

    | Extra
    Style: DPS / Tank
    Armor Skill: Twice
    Morale: High


 
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Pandora*

❮ Narrator ❯
Staff
Messages
253
Gold
0
Mastery
0
Valor
0
Event
0
Special
0
OOC
Storage
Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Cycle 2:
Enemies / Map / Mechanics



Battle Map


AbmlXdV.jpg


Map Details


Brisshal Forest:
((Area)
All zones were considered Nature Zones.
  • Nature Magic gains a +10 modifier.

Terrible Stench:
(Area)
A horrible odor permeates the area.
  • Those with an enhanced sense of smell suffer a -5 modifier on all rolls.

Grasslands:
(Nature Zone)
Generic nature zones.


Forested Zone:
(Nature Zone) (Difficult Terrain),
Thickly forested areas that are both difficult to traverse and can hide ambushes.
  • Sneak Attacks have advantage when used from this zone.
  • When turned into a Scorched zone. Forested zones become Wildfire zones instead.
Wildfire:
(Damage Zone) (Pyro Zone)
A forest fire has broken out here! This zone converts all adjacent forest zones to Wildfire in every damage phase!
  • Pyromancy gains a +10 modifier.
  • Allies take 20 flat damage every cycle when passing or ending their turn in this zone.
  • All enemies present take 25% MAX HP damage when passing or ending their turn in this zone.
  • Pyromancy users of S rank are immune to this damage.
  • Hydromancers can make a Hydromancy MR+WR check to remove a Wildfire zone within range.

Cliff Zone:
(Nature Zone) (Geo Zone) (Difficult Terrain)
Elevated cliffs that must be traversed carefully or bypassed entirely through advanced methods of transportation.
  • Geomancy gains a +10 modifier.
  • Characters with Float or Hovering type movement may reduce nypass 1 zone worth of difficult terrain. While Flight, or Warp type abilities may bypass the difficult movement penalty while those are in use.




✦✦

Goblin x8



2 0/50 SP
082/150 HP
3 50/50 SP
150/150 HP
4 0/50 SP
112/150 HP
5 50/50 SP
112/150 HP
6 50/50 SP
112/150 HP
7 50/50 SP
150/150 HP
9 50/50 SP
082/150 HP
10 50/50 SP
082/150 HP
At 0 SP this enemy becomes Vulnerable.
Gob Attack
Deals 1d50 damage to a single target in the same or adjacent zone.

Gob Mob:
Deals +5 damage for every additional Goblin in the targets zone or adjacent.

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage to you, and your attacks are at a disadvantage.

D. Thorn - :
When killed, release a wave of thorns dealing 10 flat damage to all players within 1 ring of you.
  • Goblin's 5,6,9 and 10 only.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: (2-D3), (3-C3), (4-D3), (5-D2), (6-D2), (7-E3), (9-D1), (10-D1)


✦✦

Goblin Shaman x2


1 40/50 SP
008/150 HP
3 50/50 SP
150/150 HP
At 0 SP this enemy becomes Vulnerable.
Gob Fire:
Deals 1d50 damage to a zone of players up to 2 zones away. Creates a Scorched zone.

Gob Heal:
Recovers a zone worth of allied goblins by 50 HP/SP within 2 zones. This cures Panicked!

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage and your attacks are at a disadvantage.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: (1-B2), (3-F2)


✦✦

Hobgoblin


100/100 SP
300/300 HP
At 0 SP this enemy becomes Vulnerable.
Goblin Strike:
Deals 1d100 damage to a single target in the same or adjacent zone.

Gob Command:
Grants all goblins within 1 ring of the Hobgoblin. a +10 damage modifier and +10 mitigation to all damage taken.

Goblin Ambush:
Gain a +25 mod when Hobgoblin attacks from Forested zones.

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage and your attacks are at a disadvantage.


  • HP and SP for this enemy count down.
  • Taunt; DC 200
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: F3

 
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E

Elesis Blackstone

Guest
Oversoul [0252/1000]Food [100/100]
69 / 110


+55 HP from Heal
+7 HP
from Regeneration + Infuse
Wild Stacks: 1/3


The putrid scent of Gobbo doodoo made her choke and wince, the assault to her nose quickly ignored once she saw so many goblins rushing in @Hanno Futaba's direction, her concerns probably were unfound, but to watch them all strike her knight with such ferocity forced her grasp to tighten upon her blades.

"Standeth thy ground! I'm going-" Sarina's yells made her turn back to watch dumbfounded how more goblins joined the fray. "Sarina, thither's too many, captain Hanno and Redhead needeth us!" She shouted back, picking apart her targets with her gaze alone, as the squire prepared to act, before a shadow loomed over her.

And it wasn't a tree-

"Gob."



"Wha-" It didn't give her time to react, by the time she turned to face the mountain of a beast, her eyes widened as the glitter of light reflecting from the blade was the only warning she had to rise her guard, yet by the time her weapons reached waist-level, the green giant had cleaved clean through her torso and blood begun to paint the grass.

Her shortswords clanked one against the other as they were dropped, her voice failed to escape her mouth beyond sobs and shocked whimpers. "Mi-miss Sarina." A hand outstretched to the brunette, as thou art took a step back to try and catch her from falling like a chopped pinetree, barely postponing the inevitable for one extra second before her back met the floor.

The pain that burned from throat to waist made her wish she hadn't turned off the pain limiter right now. Conciousness tried to fade away, and Elesis struggled to pat away at the grass in search of something, until what little oxygen she had left reached her brain and finally reminded her where she should look for: On her waistline, where she picked up the crimson red, rectangular flask, trembling hands uncorking it and letting the liquid splash all over her insides.

Her cries of pain followed, yet despite her tearful eyes, that was a good sign! She was still alive, her throat didn't have permanent damage just now. The bad news were the unimaginable torment of having her body forcefully close it's wounds. The sound came back too to her ears, and the stink of the gobbos that made her want to crawl away.

It's only thanks to Sarina's thunderous presence and crafty insults that the massive gobbo couldn't get to finish the job, but she didn't want to turn around to find out, as a hand reached out for one of her blades and the other pulled itself across the floor, assisted by her legs once blood begun to pump through instead of out of her system.

"Capta-captain, Sarina, beest wary. They art... Formidable." Her fighting spirit didn't falter despite how shook her voice had become, and yes, even if she had to crawl on her arms and legs now to reposition herself to safety and not worry the group too much, she wouldn't stop being helpful, even if it's just to warn them.



Rolls


Movement: E3 > D4

An Apple A day:
- Mixing 3 apples! (BA)
- Storing 1 Potion! (Passive)


(F) Regeneration
(2) = 2
Regenerate 2 HP.

Mend | Elesis Blackstone

(F) Infuse
+5 HP to your renegation, [defense], or [support] action's target(s).

Mend | Elesis Blackstone

Heal
2d20 EX (20 + 8 + 7) + 10 + 0 + 10 = 55 (1 explosions)
+55 HP to 1 target (@Elesis Blackstone )

Mend | Elesis Blackstone | 1921C2


Play Sheet
 

Hanno Futaba

❮ Shield of Hope ❯
F
NG+
Messages
894
Gold
12,360
Mastery
10,670
Valor
1
Event
0
Special
0
Chanlye
Oversoul [351/1000]Food [75/100]
132 / 275

Location: D4
Ghast: Equipped
-25 Food from Cursed Hunger+
-153 HP (Total) from Brutal Gob Gobbling
+10 HP
from Cursed Hunger+
Dissonant x1
Vulnerable

"Ow- Ouch- Goddess- Crap!"

Hanno squirmed and struggled, with the goblins hopping one after another on top of him, with Ghast's tentacles trying to fend some off, while the faerin tried to parry another, but their numbers were as opposed to their size, and he was quickly swarmed by those creatures.

It didn't matter at that moment, however. It was all going according to the plan, as long as he could draw their attention, the rest of the group would easily defeat those greenskins...

... But intelligence seemed to be in their forté, even if somewhat crude, they had sense of tactic. With some charging at @Zelrius, making the faerin scowl, but then when @Elesis Blackstone was struck by a large hobgoblin, and an ambush occurred, the mustered the strength to free himself from the flurry of attacks, slamming the goblins away.

"HEY! STOP!"

He roared, throwing his fist forward to connect on a goblin's face, that was near the red haired man, shoving it down to make its face dig and crash against the dirt before he lifted it and tossed at its fellow goblinoids, crashing three of them together as if it was a bowling ball doing a strike.

"I'm gonna hold them down somehow, we gotta finish this quickly!"

He exclaimed, both to Sarina and Elesis, but also calling back to @Herculean Drakecon.

"Buddy, hang in there, we are going to deal with the bulk of the goblins, tackle your target down and regroup!"

After a suggestion, the faerin clasped his hand on the ground, summoning a protective barrier around the squires and the fire man, engulfing them in a protective stance while repelling the goblins from their surroundings, hopefully giving them room to attack.


❰ Guardian Stance - Intrepid Fortress ❱


"Ghast, keep covering us, we need to go all out!"

Hanno called, charging in for a flurry of attacks on the goblinoids, "Futaba, that's a banquet!" A tongue slipped between the shield's giant eyelids, as if she was licking her lips before it clenched shut twice with their fierce dissonant fangs clashing in a rumbling sound that mixed with the clash of the crude weapons the goblinoids wore-

As soon as Hanno weakened them enough, Hanno took a step away, soon covering the beastfolk girl and bracing himself for the next move.

Rolls


Movement: D3 > D4

(F) Ghast
Equipped.
Reduces damage by 10, deals 25 retal damage to enemies within range, block 1 stack of debuff, 1d3 roll (1 for dissonant stack)
Oversoul | Hanno Futaba | 1921C2

1d3 (1) = 1 (Applies 1x Dissonant Stack)
Dissonant Stack | Hanno Futaba | 1921C2

(P) Cursed Hunger+
Regenerate 10 HP.
-25 Food.
Oversoul | Hanno Futaba | 1921C2

Ultra Protect
1d100 (26) + 25 + 25 + 15 = 91
91 damage
Give @Elesis Blackstone, @Zelrius and Sarina the Protected State. You are Vulnerable.
Aura | Hanno Futaba | 1921C2

(F) Guardian
Mitigate 10 damage from @Elesis Blackstone and 5 damage from Sarina.
Aura | Hanno Futaba | 1921C2

(F) Area Effect

28 damage
on Goblin 5 (Main target)
28 damage on Goblin 6
18 damage on Goblin 2 (Vulnerable, doubled to 36)
17 damage on Goblin 4 (Vulnerable, doubled to 34)

Hanno Futaba | 1921C2

(BA) Area Effect (Centered on Goblin 5 - D2)
3d20 (18 + 12 + 15) = 45 splash damage on:

Goblin 2, Goblin 3, Goblin 4, Goblin 6, Goblin 7, Goblin 9,
Goblin 10

Hanno Futaba | 1921C2

Goblin 2: 1/150 HP | 0/50 SP Vulnerable
Goblin 3: 105/150 HP | 50/50 SP
Goblin 4: 33/150 HP | 0/50 SP Vulnerable
Goblin 5: 84/150 HP | 50/50 SP
Goblin 6: 39/150 HP | 50/50 SP
Goblin 7: 105/150 HP | 50/50 SP
Goblin 9: 37/150 HP | 50/50 SP
Goblin 10: 37/150 HP | 50/50 SP


Build Sheet
 
Last edited:
Messages
86
Gold
0
Mastery
0
Valor
2
Event
0
Special
0
Oversoul [0000/1000]Food [100/100]
180 / 180



(This goes directly beneath the HP/Food/Oversoul bars.)


@Hanno Futaba taunting resulted in him taking the brunt of the goblin's attacks. Herc's UI couldn't keep up with @Zelrius speed. When he finally caught up with him, he unleashed a powerful fire blast in an aoe. The flames were brilliant with the final touch of dead goblins. The shaman was more challenging than he expected but his health was low enough that he could finish this quickly. Bringing down his weapon one more time on the shaman turning his skull a pulpy mess of bone and brains. Before his eyes, he saw messages from Hanno. Placing the weapon on his hip for now and finally got to read the message of hanno telling him to regroup.

"On it just finished off one to the shamans I'll rush to you guy's right now!Oi @Zelrius fancy moves they're gotta teach me sometime."

Rushing over to place himself between hanno,sabirna and @Elesis Blackstone with weapon out. Infront of him were four goblins and adjacent another one. The hobo goblin appeared which made him even more on guard. The gator would start to build power for his next strike with a smirk on his face making sure not to hit his allies.

"Right hanno right here next to ya, the hobo looks like a challenge but nothing I can't handle. You the boss here just let me know when to unleash Chief"

Rolls

Movement: C4 → D4 →D3 (Rush)

Rush

Normal Attack
1d100 (8) + 10 + 10 = 28
28 damage
Crush Weapons | Herculean Drakecon | 1921C2


Shaman 1: 150/0 HP | 50/40 SP (repeat for every enemy attacked)
Chacter sheet
Oversoul: X/X OP
 

Zelrius

❮ Ale King ❯
B
Messages
216
Gold
0
Mastery
0
Valor
13
Event
0
Special
0
Vesuvyan
Oversoul [0757/1000]Food [100/100]
130 / 190


Vulnerable from Reckless
Returned to Normal from @Hanno Futaba 's Ultra Protect


Burnt away like so many little candles. It was disturbing to see that at first, the bodies of other creatures and beings melting like that. That feeling changed. The thoughts shifted, at some point. It was hard to determine where the satistfaction came from. The rush from lighting everything around himon fire, and being rewarded with their charred carrion and liquid, cooked eyes. To know he caused that result. That there was so little resistance from the Goblins, so little that they could do...

The rising thrill was stifled, if only for a moment by the mountain of a man's praise. Zelrius didn't miss a beat, smiling, happy someone would actually say something about what he had done. "Absolutely! We can meet up in a few days, and you gotta help me smash more enemies." A new friend? Perhaps. That would be nice, he seemed like a cool guy, and his transformation ability was nice as well. For how big the Croc was, he sure moved pretty quick, even after swinging that massive weapon of his around.

The Faerin hadn't addressed Zelrius, but the strategy was clear. He zipped around the battle field in a trail of smoldering sparks and floating cinders. Imposing his heat on all those around him, letting his warm Aura start to build. Testing them, putting each on Trial. Before ending back where he was. There was something happening to his right; the voices of Elesis and Sarina calling out over there, the sound of one of their weapons bringing down another enemy. He needed to handle these ones, and get a view of the situation.

The man steeled himself, turning with his feet, drawing his volcanic blades. Letting the fire spin and twist around him once more. He left himself open, sure. But his alloyed and sharpened metal found their targets. Slashing and cutting, dancing around their attacks, bringing flame with him wherever he went. Dropping another five of the goblins in the process, leaving a sixth with a nasty wound to show for it. As each corpse smoldered, there was no reason to stay around and catch those thorns. He turned on his heel, blitzing off under the over of Hanno's ghast. Perfect for not dying a second time. Looking to find some high ground, and get a view on what was happening on the eastern side of the battle field, planning his move from there.

Rolls

Movement: D2 → D1 → D2 → D3 → D2 (Rover) D2 → C7
Roll Result
2d25 (24 + 8) = 32
Bullshit do be blazing | C2
D1 Is now Scorched
5 Enemies below 40 Presence in HP, passed in movement. +20 to Rolls

Rush (10 total movement)
Rover

Reckless Attack

4d100 (27 + 51 + 2 + 9) + 25 + 20 + 45 = 179
179 damage
You are Vulnerable.
Pyromancy | Zelrius | 1921C2 | +20 from Noble Air
+25 from Rush Momentum = 204 Damage
(F) Area Effect

Divide your damage between the target and all enemies adjacent to them. Take retaliation damage (if any) from each enemy you damage.
Zelrius
204/6 Damage
4 Damage to Goblin2
40 Damage
to Goblin4
40 Damage
to Goblin5
40 Damage
to Goblin6
40 Damage
to Goblin9
40 Damage
to Goblin10


Goblin 2: 0/150 HP | 0/50 SP Vulnerable
Goblin 4: 0/150 HP | 0/50 SP Vulnerable
Goblin 5: 44/150 HP | 50/50 SP
Goblin 6: 0/150 HP | 50/50 SP
Goblin 9: 0/150 HP | 50/50 SP
Goblin 10: 0/150 HP | 50/50 SP
Character Sheet
Oversoul: 757/1000 OP
 

Pandora*

❮ Narrator ❯
Staff
Messages
253
Gold
0
Mastery
0
Valor
0
Event
0
Special
0
OOC
Storage
Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Some Friendly Competition

Cycle 3b: The Last Gob!

Goblins are burned, crushed, and further humiliated by the human menace. Yet they keep coming, refusing to succumb to such a lesser species! The Hobgoblin was here! They would succeed! As the party began to pull back, Sarina would find herself up to her neck in goblins.

"Gobgobgob KEKEKEKEKEK!!!!"


The smug shaman unleashes a flame that engulfed where she stood. Wacking goblins like mad she wasn't going to back down! She could DO IT!!! So many kills!!!!!

"RAAAAGGGGHHHH Take this and this and suck a NUT boogers!!!!"


Swinging her staff wildly she pushed them off of her only for them to jump back to their feet and advance again. Before they could she rammed her staff into Hobgoblin's crotch with a satisfying crunch!

"GO-!"


Stepping back several times as she watched her handiwork the brunette wobbled. Wait, how many times was she hit again? Oh right, she was also slowly catching fire... uh yeah.

"Ha...ha...heh... heh...I ain't done yet... More kills for me...! *Cough* Shit I ain't dying to goblins if I could survive... a robahhhhh...."


Sarina fell to her knees but she refused to stop trying for those sweet sweet kills!

In all of this one may easily miss how the lone panicked goblin from earlier had returned, well half of him anyway. He crawled legless by his one remaining arm, dragging his entrails out behind him across the grass. His last breath came soon after as his body rotted away on the ground at an accelerated rate.



Cycle 2 Damage Phase


Highest Threat: Sarina

Herculean defeated Goblin Shaman 1!
Zelrius defeated Goblin 1,4,6,9, and 10!

Zone D1 becomes Scorched!

Goblin 6,9 and 10 released a wave of thorns!
Herculean takes 20 flat damage!
Sarina takes 20 flat damage!

Goblin 3 attacks Sarina for 8+30-5 damage: 34
Goblin 5 attacks Sarina for 29+30 damage: 59
Goblin 7 attacks Sarina for 6+30 damage: 36
Goblin Shaman uses Gob Fire on Zone E3
Sarina takes 31+10 damage: 41

Zone E3 becomes Scorched!
Hobgoblin attacks Sarina for 75+35 damage: 110 = 280! (excluding flat damage)

Oversoul Growth
Hanno Futaba gained 552 OP!
Elesis Blackstone gained 125 OP!
Herculean Drakecon gained 88 OP!
Zelrius gained 329 OP!


Sarina's C3 Turn:
Adrenaline Rush = +6
Twice
Whirlwind Staff = 112 damaged divided evenly to Goblin 3, 5, and 7!
Barrage Strike = 220 damage to Hobgoblin!

Sarina's morale has dropped to Average!
Sarina is in Critical Condition! If she receives another damage instance in this event she will die!





PLAYER SECTION


  • Some Friendly Competition
    C3b: The Last Gob!


    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: 1921C2

    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][Move]
    A1 → A2  (Actions)[/move]
    
    Oversoul Action Here
    
    Bonus Action Here
    
    Main Action Here
    [/action]
    [fa]fa-solid fa-skull[/fa] Enemy: X/X HP | X/X SP (repeat for every enemy attacked)
    [fa]fas fa-swords[/fa] Character Sheet  (you may optionally post your sheet in your header. Be sure it's clear)
    [fa]fa-solid fa-sparkles[/fa] Oversoul: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 3b: Situationals

    • Find: (passive) Reveals hidden enemies, objects, etc when you enter their zone. As a BA you can expand this to all zones adjacent to you. This is a generic and thus not very effective version.
    • Tips: ---

    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 is not defeated!

  • <<Oversoul>>
    Starcalled Level 2
    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.

    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...
    | Gobal 0 OP Cost Actions
    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]





  • 191.jpg
    Lions Pride | Hero | Character Sheet ❯
    Hanno Futaba
    Oversoul [903/1000]
    Food 75/100]
    Health [132/275]


    Status
    Ghast: 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.
    Dissonant x1
    Misc
    Location: D4
    Protected | 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

    | Miscellaneous
    Style: Tank/Command*
    Armor Skill: Immortal



    533.jpg
    Lions Pride | Untitled | Character Sheet
    Elesis Blackstone
    Oversoul [331/1000]
    Food [100/100]
    Health [069/110]


    Status
    Wild: +5 flat damage dealt. x1
    Apple Juice Alcohol: (stock) | Potion | The cocktail stored for use.Increases effectiveness by 3 times next cycle.
    Debuffs
    Misc
    Location: D4
    Protected | 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


    | Miscellaneous
    Style: Support/Tank
    Armor Skill: Twice



    321.jpg
    Explorers League | Untitled | Character Sheet
    Herculean Drakecon
    Oversoul [340/1000]
    Food [100/100]
    Health [170/190]


    Status
    Buffs
    Debuffs
    Misc
    Location: D5
    Protected | 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.

    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


    | Miscellaneous
    Style: DPS/Tank
    Armor Skill: Immortal



    89.jpg
    Adventurers Guild | Ale King | Character Sheet
    Zelrius
    Oversoul [1000/1000]
    Food [100/100]
    Health [130/190]


    Status
    Bullshit Blazing [32 / 100]
    Burning: At 25 points become immune to most forms of Fire damage. (free action) Change any 1 zone within range to a Scorched Zone.
    Debuffs
    Misc
    Location: C7
    Protected | 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 Bullshit 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


    | Miscellaneous
    Style: DPS/Terraformer*
    Armor Skill: Twice




  • 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.


    KyMUD8u.jpg
    Lions Pride | Hero❯
    Sarina Knights
    Health [Critical Condition]

    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.
    Sarina cannot take any mechanical actions!


    Status
    Adrenaline [34/ 100]
    Competitive!: Sarina takes her turn first every cycle! Gotta take all the kills!
    Debuffs
    Misc
    Location: E3
    Protected | 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.

    | Extra
    Style: DPS / Tank
    Armor Skill: Twice
    Morale: Average


 
Last edited:

Pandora*

❮ Narrator ❯
Staff
Messages
253
Gold
0
Mastery
0
Valor
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Event
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Special
0
OOC
Storage
Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Cycle 3b:
Enemies / Map / Mechanics



Battle Map


fSY49X2.jpg


Map Details

Brisshal Forest:
((Area)
All zones were considered Nature Zones.
  • Nature Magic gains a +10 modifier.

Terrible Stench:
(Area)
A horrible odor permeates the area.
  • Those with an enhanced sense of smell suffer a -5 modifier on all rolls.

Grasslands:
(Nature Zone)
Generic nature zones.


Forested Zone:
(Nature Zone) (Difficult Terrain),
Thickly forested areas that are both difficult to traverse and can hide ambushes.
  • Sneak Attacks have advantage when used from this zone.
  • When turned into a Scorched zone. Forested zones become Wildfire zones instead.

Scorching:
(Damage Zone) (Pyro Zone)
A dangerous fire zone from natural or natural sources.
  • Pyromancy gains a +10 modifier.
  • Allies take 10 flat damage every cycle when passing or ending their turn in this zone.
  • All enemies present take 10% MAX HP damage when passing or ending their turn in this zone.
  • Pyromancy users of A-S rank are immune to this damage.
  • Hydromancers can make a Hydromancy MR+WR check vs 75 to remove a Scorched zone within range.
Wildfire:
(Damage Zone) (Pyro Zone)
A forest fire has broken out here! This zone converts all adjacent forest zones to Wildfire in every damage phase!
  • Pyromancy gains a +10 modifier.
  • Allies take 20 flat damage every cycle when passing or ending their turn in this zone.
  • All enemies present take 25% MAX HP damage when passing or ending their turn in this zone.
  • Pyromancy users of S rank are immune to this damage.
  • Hydromancers can make a Hydromancy MR+WR check vs 100 to remove a Wildfire zone within range.

Cliff Zone:
(Nature Zone) (Geo Zone) (Difficult Terrain)
Elevated cliffs that must be traversed carefully or bypassed entirely through advanced methods of transportation.
  • Geomancy gains a +10 modifier.
  • Characters with Float or Hovering type movement may reduce bypass 1 zone worth of difficult terrain. While Flight, or Warp type abilities may bypass the difficult movement penalty while those are in use.






✦✦

Goblin x3


3 50/50 SP
113/150 HP
5 50/50 SP
007/150 HP
7 50/50 SP
113/150 HP
At 0 SP this enemy becomes Vulnerable.
Gob Attack
Deals 1d50 damage to a single target in the same or adjacent zone.

Gob Mob:
Deals +5 damage for every additional Goblin in the targets zone or adjacent.

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage to you, and your attacks are at a disadvantage.

D. Thorn - :
When killed, release a wave of thorns dealing 10 flat damage to all players within 1 ring of you.
  • Goblin 5 only.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: (3-E3), (5-E3), (7-E3)


✦✦

Goblin Shaman


3 50/50 SP
150/150 HP
At 0 SP this enemy becomes Vulnerable.
Gob Fire:
Deals 1d50 damage to a zone of players up to 2 zones away. Creates a Scorched zone.

Gob Heal:
Recovers a zone worth of allied goblins by 50 HP/SP within 2 zones. This cures Panicked!

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage and your attacks are at a disadvantage.


  • HP and SP for this enemy count down.
  • Taunt; Threat Based
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: F2


✦✦

Hobgoblin


100/100 SP
80/300 HP
At 0 SP this enemy becomes Vulnerable.
Goblin Strike:
Deals 1d100 damage to a single target in the same or adjacent zone.

Gob Command:
Grants all goblins within 1 ring of the Hobgoblin. a +10 damage modifier and +10 mitigation to all damage taken.

Goblin Ambush:
Gain a +25 mod when Hobgoblin attacks from Forested zones.

Goblin Versatility:
If any of your masteries are below C tier, Goblins deal +10 damage and your attacks are at a disadvantage.


  • HP and SP for this enemy count down.
  • Taunt; DC 200
  • AI: Normal
  • Movement: 2 (Normal)
  • Location: F3

 
Last edited:

Hanno Futaba

❮ Shield of Hope ❯
F
NG+
Messages
894
Gold
12,360
Mastery
10,670
Valor
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Event
0
Special
0
Chanlye
Oversoul [903/1000]Food [50/100]
122 / 275

Location: D5
Ghast: Roaming
-25 Food from Cursed Hunger+
-20 HP (Total) from stepping on Scorched Zone (E3)
+10 HP
from Cursed Hunger+
Dissonant x1
Vulnerable

"I'm sure she would still be reckless even if these goblins smelled like flowers in a honeymoon, lassie..."

He frowned with a sigh, only for his words to be confirmed when the goblins surrounded her, seeing that she had not retreated like he had adviced.

"For Rhiannon-!"

Hanno's heart nearly leaped out of his mouth when he saw the same thing that had occurred to him at the start of the combat happening to the knight squire. The goblins weren't merciful, and nor would be Hanno, that charged in immediately to aid her.

"Ghast, fend them off, I need to get Rina outta there- EAT 'EM!"

Hanno huffed, charging in and raising his shield, with the tentacles and eyes dettaching from it and leaping out of the aegis in the shape of an everchanging amorphous mix of tentacles, fangs and eyes, that deformed until it had the figure of a small humanoid girl.

"Can I really, really eat 'em?!" Her gaze locked on the goblins, licking her lips. "H̴̭͇̓̌͘̕Ī̸̟͒͒͆̑-̶̍̌̓͋͛̋!̵͍͔͍̮̻̱͜͠ ̸̲̎̆̇ FOOD YUUUUUM!"


Taunting (681)


"NOM NOM NOM NOM NOM!"



As she tackled the Hobgoblin, their souls would quiver, slowly being drained while their bodies weakened, with the 'faerin' rapidly biting the giant goblinoid to suck its willpower and spirit quicker.

While the goblins were still somewhat dazzled, Hanno reached for Sarina, being engulfed by flames while grabbing her and lifting off the ground while using his scarf to cover her face from flames and smoke.

"Damnit girl, you really need to be more careful! Told ya to stay behind!"

He hissed in a scold, but clearly worried. His gaze then shifted to @Herculean Drakecon.

"Now it is the time to unleash it buddy-!"

Another glance at @Zelrius.

"And if they want fire, they will have fire!"

Rolls


Movement: D4 > E3 > D4 > D5

Ultra Hinder
2d100 (55 + 47) + [50] + 25 + 25 + 15 + 10 = 227
227 SP damage
You are Vulnerable.
Aura | Hanno Futaba | 1921C3

(F) Taunt
(227 * 3) = 681 threat
Hanno Futaba

(F) Ghast
Roaming.
+1 to all Attack and Defense Actions, +10 Flat Damage for every ailment/debuff (max +50), saves are in Disadvantage
Oversoul | Hanno Futaba | 1921C3

(P) Cursed Hunger+
Regenerate 10 HP.
-25 Food.
Oversoul | Hanno Futaba | 1921C2

(BA) Carry
Picking up Sarina on E3 and dropping on D5.
Oversoul | Hanno Futaba | 1921C3

(F) Guardian
Mitigate 15 damage from Sarina.
Aura | Hanno Futaba | 1921C3

(F) Area Effect

100 SP damage
on Hobgoblin (Main target, Vulnerable)
50 SP damage on Goblin Shaman (Vulnerable)
50 SP damage on Goblin 3 (Vulnerable)
27 SP damage on Goblin 7

Hanno Futaba | 1921C3

Hobgoblin: 80/300 HP | 0/100 SP Vulnerable
Goblin Shaman: 150/150 HP | 0/50 SP Vulnerable
Goblin 3: 113/150 HP | 0/50 SP Vulnerable
Goblin 7: 113/150 HP | 23/50 SP


Build Sheet
 
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