Tarkya's DM Template Stuff

Tarkya

❮ II. Dungeon Knave ❯
Messages
63
Gold
240
Mastery
120
Valor
0
Event
0
Special
0
OOC
Storage
a meat popsicle

Action Log

  • Action 1
  • Action 2

Map

500x500

Enemies


Boss


❰ 100 / 100 ❱

Passive.



Add
❰ 10 / 10 ❱

Ability Ability Info.​
Add
❰ 10 / 10 ❱

Ability Ability Info.​
Add
❰ 10 / 10 ❱

Ability Ability Info.​
 
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Tarkya

❮ II. Dungeon Knave ❯
Messages
63
Gold
240
Mastery
120
Valor
0
Event
0
Special
0
OOC
Storage
a meat popsicle
STATUS NAME
75x75
A thing happens when you have this status. It happens at a point during your turn. It can be removed by doing something during your turn.


100x100

<< ENEMY ACTION NAME >>
 
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Tarkya

❮ II. Dungeon Knave ❯
Messages
63
Gold
240
Mastery
120
Valor
0
Event
0
Special
0
OOC
Storage
a meat popsicle
STELLAR REACTOR


STATUS: Mark of Apathy
@<Player Name>. <Sublimation> stacks are doubled at the end of the cycle before taking damage.

Bonus Action. Consume the Mark to gain Protected status for the cycle. You are Vulnerable next cycle.

STATUS: Mark of Misery
@<Player Name>. <Sublimation> stacks are doubled at the end of the cycle before taking damage.

Bonus Action. Consume the Mark to add 1d100 flat damage to your next attack. You take that amount of flat damage as Retal.

STATUS: Mark of Terror
@<Player Name>. <Sublimation> stacks are doubled at the end of the cycle before taking damage.

Bonus Action. Consume the Mark to force enemies to move away from you in a straight line. Enemies will prioritize you next cycle.



EX-Action: Create Cover
Make a Quality (Mastery) check to create an area of Cover. For each tier of quality, this Cover gains one level of durability.


Relict of Apathy

❰ 300 / 300 ❱

Resistance. Takes half damage from attacks that are not Effective.
Collapse. Relict of Apathy leaves Cover when defeated.


Relict of Misery

❰ 300 / 300 ❱

Retaliation. Deals 40 retaliation damage on hit.
Collapse. Relict of Apathy leaves Cover when defeated.


Relict of Terror

❰ 300 / 300 ❱

Fear. Inflicts Disadvantage on all attacks.
Collapse. Relict of Apathy leaves Cover when defeated.




Protostar

❰ 300 / 300 ❱

Orbit. The Protostar moves 2 zones clockwise towards the nearest target, stopping if it enters the same square.
Unstable. The Protostar self-destructs at the end of the cycle, inflicting one stack of Sublimation to targets in line-of-sight for every 50 SP remaining.

Protostar A
❰ 300 / 300 ❱

Protostar B
❰ 300 / 300 ❱


Pulsar

❰ 1000 / 1000 ❱

Orbit. The Pulsar moves 2 zones clockwise towards the nearest target, stopping if it enters the same square.
Emission. The Pulsar deals 1d10 damage to players in adjacent areas.

Pulsar A
❰ 1000 / 1000 ❱

Pulsar B
❰ 1000 / 1000 ❱


Quark Star

❰ 750 / 750 ❱

Retrograde. Quark Star moves 2 zones counter-clockwise away from the nearest target.
Attraction. Damage to White Dwarf is halved so long as Quark Star is on the field.

Pulsar A
❰ 750 / 750 ❱

Pulsar B
❰ 750 / 750 ❱



⠺⠓⠊⠞⠑ ⠙⠺⠁⠗⠋


❰ 10000 / 10000 ❱

Starscorn. Locations within line-of-sight of White Dwarf are considered Sublime Light.
Ancient Seal. The Stellar Reactor cannot be targeted if a Relict is on the map.



,⠠:ITE ⠠⠠DW>F


❰ 5000 / 10000 ❱

Starscorn. Locations within line-of-sight of White Dwarf are considered Sublime Light.
Celestial. White Dwarf has Resistance to Astramancy, Divine Magic, and Pyromancy.
Action Points. At the start of the Damage Cycle, White Dwarf gains 1d6 Action Points to spend on its attacks. Remaining AP are converted to an additional stack of <Sublimation> to all players on the field.

(1 AP) Movement. White Dwarf moves up to 2 zones.
(2 AP) Stellar Flare. White Dwarf deals 8d20 damage to either the target with the highest DPS or taunt. Inflicts a stack of Sublimation for every multiple of 10 rolled.
(2 AP) Stellar Wind. White Dwarf deals 4d20 damage to all targets in line of sight, with an additional 1d10 per stack of <Sublimation> on each player.
(3 AP) Fission. White Dwarf rolls 6d6, placing adds on the map depending on the results (1-2=Protostar, 3-4=Pulsar, 5=Quark Star, 6=None)
(4 AP) Nova.
White Dwarf generates a 500 point SP bar. Failing to deplete the bar consumes all <Sublimation> stacks from the party and rolls a number of d20s equal to the amount of stacks consumed.


ACTION LOG

  • Boss rolls for action points. Gains # AP.
  • Boss spends # points on ATTACK on TARGET.
  • # remaining AP are converted to x stacks of Sublimation.


REPUTATION: Mark of the White Dwarf
You have slain the fallen star, the White Dwarf, and the mark of its light will forever linger upon your soul. Those who meet you will sense your accomplishment.


EX-OPTION: Starscorn Brand
The hate of a dying star still burns within you.

As a bonus action, you may mark an enemy with [Starscorn]. Your marked enemy will take an additional 1d10 damage from your attacks. You may use this action again to mark a different enemy.


EX-OPTION: Shadow Mantle
A veil of shadows shall blind your foes.

You may use a bonus action to block the effect of status effects on yourself or allies.


EX-OPTION: Auroral Diadem
The light of the heavens will be your crown.

Select a mastery when taking this action. You gain +x to any rolls using your selected mastery.


EX-OPTION: Relict Shard
You carry a remnant of an ancient seal.

Once per thread, you may consume the Relict Shard as a free action to gain the Protected status, negating Vulnerability or Super-Vulnerability.
 
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Tarkya

❮ II. Dungeon Knave ❯
Messages
63
Gold
240
Mastery
120
Valor
0
Event
0
Special
0
OOC
Storage
a meat popsicle
Just Another Escort Quest

MITHRA-II, High March, Astorea







On paper, the job is simple enough. Escort an MIT caravan of equipment and supplies from MITHRA-II to Vintergard. It's a little odd, considering most of the flow has been to MITHRA-II, but it's not as if you're being paid to theorize.

The group that's answered the call is a mixed bag. Perhaps the only shared trait is a willingness to brave both a dissonant hellscape and a robotic battlefield. Well, two shared traits - it takes a certain kind of person to willingly sign up for an escort mission.

"Alright everyone, gather round!" Bartholomew Lux is a familiar face by now. He's spent most of his time onboarding the various hires on the team or shouting at the Fixers as they load up the caravan. He's friendly enough, though the observant or nosy may have caught him pausing to scratch furiously at his arms.

"You should all have your squads assembled and your cart assignments figured out. If you don't, you better come talk to me. This is a group project." The half-hearted joke draws a few chuckles, mostly from the Fixers who have clearly had to deal with this man's sense of humor. "Remember - UI-locks have priority on sleepers! If you're planning on logging out, change your settings to 'Unsynced' and use the designated log-out locations."

He looks down at his collection of flash cards, sifting through to find anything he might have missed. "The weather's expected to hold, but if we hit a storm we'll be pushing through. If you're on weather crew, you already know what your job is."

Flip, flip, flip. Bartholomew eventually runs out of announcements to make and shoves the stack of cards into his pocket. "Last of all, please read the warnings before you go poking around the shipments. We have some very expensive and very dangerous equipment, and you will be held liable for any damages your fuckery incurs. Specifically, Winter will hold you liable, and I'd really suggest not messing with her."

He gestures to the other familiar face in the crowd, though this one hasn't spent nearly as much time socializing. Wintermute has been an omnipresent sight near the high-risk cargo, directing the few Fixers trusted to move it. Everyone else has been warded off with sharp glares and vague threats, but she hasn't been much for conversation. Even now she seems to shy away from Bartholomew's attention, though not before shooting him a look that promises later reprisal.

"Alright, we clear? Everyone got their spells prepped and their weapons sharp? Then lets get this train moving!"


The Caravan

Weather: Clear | Morale: High | Risk: Secure
The caravan is a hodgepodge of wagons and carriages, as if gathered from whatever was left over. Most are wooden, but a few, well-guarded wagons look almost modern, driven by magitek engines rather than drawn by livestock. There are a few for resting and sleeping, but most of them are supplies. You're expected to spend most of your time walking here.



Bartholomew Lux
Interaction
He's been pretty insistent you call him by his full first name, but it seems like most people call him "Barty". He's open enough to conversation when he isn't busy. His arms are pretty messed up from all the scratching he does.

Wintermute
Interaction
Quiet and sharp. She spends all her time around the high-clearance wagons and isn't much for conversation. She'll be pretty upset if she catches you messing with them.

Caravan
Investigation
Most of the caravan consists of construction supplies and food, but a few of them contain samples and projects looking for a new home. Some of them seem pretty important, but you'll have to snoop to learn why.




OOC

Escort the caravan across the High March and to Vintergard, protecting it from bandits and monsters, and maybe have a chat with the people in charge of the whole thing. Don't worry too much about the mysterious containers. Or maybe do. I'm not your mom.

Two posts per "cycle", one character per player. Mostly freeform, but complicated actions and certain scenarios may warrant a dice roll. Drop in and drop out at any time. Updates whenever it feels right.

Tag me if you interact with an NPC or if you do something that warrants a roll.
 
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