Complete Trials of the Starcalled (Slime)

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Trials of the Starcalled

Trinity Center

Your party would exit the transporter that links to Trinity Center from Brisshal to be met with the chipper voice of the mascot, Trinity.

The Trinity Center existed in its own bubble of sorts, not having any apparent interaction or semblance to the rest of Terrasphere. Especially not the area where the transporter can be found. A place only the Starcalled can see.

The center is broken into several areas, unfortunately, there is no lobby or a good place to just mingle, which keeps it from being a "base" of any real use. Luckily, the Starcalled created Astorea. This has been something that Trinity has been very excited about in the past.

Today, your group had decided to take on a challenge. So the path through the center would be directed via a pulsing light running along the floor that led you further into the mysterious location. A door blocked by beams of azure would block your path, until those bars would glide to the left.

Stepping through, you were now in a large flat chamber. Above you were stars and nebula circling about however it was more of a holographic image in appearance than the real thing, unlike the starry night sky that could be seen from the thin rectangular windows throughout Trinity Center. On the other side of the room was Trinity with her hands clasped behind her back and an enthusiastic smile plastered upon her overly perfected kawaii face.

"...and here they are! The favored players of the greatest VRMMORPG in existence! Better than Lag Horizon, SAD, .Heck and all that garbage kay?! All you need is a big bag of Doritas Brand Nacho Tortilla Chips and as many days as you can get in Terrasphere! WOOT as you say in text speak!"


Trinity disappeared in a burst of turquoise. Her voice continued to come from what may have been a intercom system.


WELCOME TO THE


TRIAL SIMULATION STADIUM!


"Okay! I don't think I've seen any of you here before so I will give a mega awesome super duper tutorial kay?!"


Trinity droned on in a chipper but automated way. Unlike what Terrasphere was known for, it's mascot was certainly backward as far as technology went in the personality department. This must be what it was like in the early days of AI language modules trained off of generic cartoons or anime.

"So all you have to do is beat up these evil monsters that I have generated from the data logs. All around this world are incredible species and creatures that never could have existed without the birth of Terrasphere! Isn't that great!? Yay!"


"Slippy slop gurgle pop!!!!!"


The mascot girl chuckled and made a kawaii noise that almost made you forget that not too long ago you were fighting a robotic monster that mind controlled people and caused the near eradication of Astorea,. then again that was becoming quite common if you've been playing for as long as some.

"These nasty monsters are going to be tougher than a daily grind kay? There are many kinds of slimes and these were created by combining the multiple questline data into a... oopsie me! You want action and adventure so lets get to it! Seeing as you're here you must wanna fight little old me kay? But first! You must defeat this wonderful data from questlines told and untold!"


The slimes surrounded you. Their bodies, like melted rubber bobbled about. Each glowing a sickly neon shade. They truly seemed to only exist to fight you. Here and now...

I aM ErROr


"...? That's *STATIC*. There might have been a teeny tiny blip in the extraction. But that's okay!"



"Don't worry favored players! I have your back and have all the safety protocols turned on! Nothing bad can happen to you but wounded pride. But that's no fun either kay?! Always do your very best for the administration and your own enjoyment in your new lives! Now go for it man! BATTLE START!"


Show just how far your experiences in Terrasphere have brought you Starcalled....

 
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Pandora*

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PLAYER SECTION




  • Trials of the Starcalled: Slime
    C1


    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 333 words excluding code.
    • Post Speed: Every 24 hours preferred. The thread will be IMMEDIATELY concluded if it drags on too long (over 2 weeks).. Beat the MAINT.
    • 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: No comms.
    • 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: ---

    Code:
    [b][metercolor=0.0]blue[/metercolor][inlinespoiler=Oversoul][0/10][/inlinespoiler][/b]
    [hp=100]100[/hp]
    [status] (This goes directly beneath the HP/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 Charges: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 1: Trial Battle

    • Tips: Win.

    Mission: Win.


    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.
    • Objective: Win

  • <<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. They will reflect the version of your character when they register 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:
    • Any Main Action (not BA, Free, etc)), of HP/SP damage dealt, HP Healed, or Buff Applied to any amount of enemies or allies= 1 OP Charge. Usually, checks will not grant OP.
    • If you take damage (not splash or environmental) in the Damage Phase = 1 OP Charge
    • Tag an ally = 1 OP Charge
    • Enemy defeated = 1 OP Charge for kill taker.
    • You only gain 1 OP charge per type of accumulation. So you do not gain 2 OP for using twice and attacking twice in one cycle, etc.
    • Important: All Oversoul is accumulated at the end of the damage phase after enemy attacks are dealt out. So you do not have the points you gain until they are given out by the DM/Narrator at that time. Also, you cannot accumulate or use OP outside of Grid or Event cycles.

    System Details
    • Events without an LFG do not use the Oversoul system as there isn't a place to register your build.
    • Oversoul cannot be used retroactively beyond the mentioned before/after definitions.
    • Whenever a teammate is Killed/KO'ed they lose all Oversoul accumulated. Any unlocked threshold buffs, ailments, etc are canceled immediately.
    • 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), but not repeated (enhance+enhance).
    | 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. They must be in your zone not adjacent or farther.

    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

    (1 Charge) Enhance: +20 Modifier to next roll (checks, attacks, saves, etc). This must be done immediately before taking an action or for half effect (+10), after making the roll you want to enhance.

    (1 Charge) Force: Deal 30 SP damage when you deal damage. Does not work with aoe or splash. This must be done immediately before taking an action or for half effect (+20), after making the roll you want to enhance.

    (2 Charges) 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 cannot cancel the combo's activation and OPs are immediately spent. No one gets refunded and the combo initiator is made vulnerable if a chain is broken by an ally targeting another etc.

    (3 Charges) Overaction:
    Use an additional Bonus Action (you may not double the same BA). This must be done before taking action. This stacks with all other extra BA abilities.

    (3 Charges) 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.

    (4 Charges) Action Swap: Swap any action of your choice in your build to your current build sheet. This can be done anytime on your turn.

    (4 Charges) Fortify: Negates your current Vulnerable state. This also brings Super Vulnerable back to Vulnerable. This must be done immediately after becoming vuln.

    (5 Charges) 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 cannot cancel the combo's activation and OPs are immediately spent. No one gets refunded and the combo initiator is made vulnerable if a chain is broken by an ally targeting another etc.

    (8 Charges) Combination Arts :
    Combine any Attack Actions together with multiple tagged allies (can be the entire team if they are all in range). Giving all involved Advantage and 1.5 Damage Output. Must target the same enemy or enemies if aoe Must be used on the initiator's turn before rolling action. Allies cannot cancel the combo's activation and OPs are immediately spent. If any targeted enemy isn't vulnerable the combo will fail, the initiator will be left super vulnerable and all advantage/damage from then on will revert to normal.


    (9 Charges) Turning Point: Restore your used Armor Ability. Cannot be used if the ability is still available.

    (10 Charges) 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...

    @Fina Drago has altered fate once.

    (10 Charges) OVERSOUL:
    [SEALED]



  • 146.jpg
    Unaffilated | Dissonant Exterminator | Character Sheet
    Ash
    Oversoul 01/10]

    Status
    Buffs
    Debuffs
    Misc
    Location: --

    | 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.

    Innate Passives:
    Base abilities Ash has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Dissonant Exterminator:+10 damage for offensive and defensive action attacking Dissonant enemies.
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Sense+: Awareness +15.
    Spirit Blade (Path):: +.5 Spirit Mastery and +10 BREAK damage. ....and more.
    Spirit Coat (Gate): +5 Guard Arts and +5 damage mitigation. ....and more
    Lament of Twilight: When a cycle starts with 3 allies within 1 ring of of Ash's zone, gain +5 defensive roll results and +25 Fortitude and Will. When 2 allies, increase defensive roll result by +5 and Fortitude Will by 10. When one ally, become neutral (no buffs)l. For every turn taken alone, roll a 1d3 and gain +5 offensive roll results and Torment for free regardless of roll.

    If a 2 is rolled become Confused until an ally ends their turn on Ash's zone.
    If Ash rolls a 1: Twilight comes closer.
    T̶̼̓h̴̪͗i̵̬̽s̴̳͝ ̸̘́c̷̰̊o̷̥̐n̶̩̆t̶̩̅i̴͖͝n̸̥͑ú̷̲e̷̗̎s̵͙͝ ̴̪̉ę̷̀v̷̜̽ẻ̴̟r̶͔̐ý̵̳ ̵̮̋t̸͎̓i̴̭͒m̸͍̒ȩ̸̃.̴̳̍

    First Threshold: [ 1/3 ]
    Noble-ish Fencer-ish:

    Free Action
    Swap stances between the following:
    • Parry Stance: 1d3 chance to halve any incoming physical damage (excluding aoe, does not stack with protect.).
    • Shield Stance: 1d3chance to halve any incoming magic damage (excluding aoe, does not stack with protect).
    • Haunting Stance: Deals 25 retaliation damage to all attacks (excluding aoe). 1d3 chance to instant kill broken enemies struck with retail.
    • Charming Stance: 1d3 chance to Charm interested non Boss enemies within 1 ring of Ash ending his turn in this stance
    Deathly Attraction:
    Passive
    For every Enemy that possesses a soul, slain on the map. Gain 1 Spirit Essence (SE) for use with Blade of the Lost and R̷̹͓͆͋È̷̻̳̩D̵̯̼͐̄̌̀ͅA̶̧̗̥̫̽̕͠C̵̱͕̰͙̎̃̎T̶̼̺̻̈́͆́͝E̷̩̓̉̽D̴̩̯͐͑̊̀ͅ.


    Tech Dabbler :
    Passive
    +10 Magitech related Checks.


    Second Threshold: [ 1/6 ]
    Blade of the Lost:
    Bonus Action
    [ 0/9 ]
    Doubles both Spirit Blade and Coat's effects. All Evoke abilities increase in cost by 10 HP however gain all Evoke abilities for free. Gain access to Spirit Essence to be used for the following actions:

    2 SP = Hands of Death: +1 Range and 1d3 chance to instant kill broken enemies.
    3 SP = Vengeful Wraith: Deals 50 Flat HP and BREAK damage to any attacks dealt to Ash or an adjacent ally (includes aoe).
    3 SP = Datastream Cleave: Gain +50 BREAK on Magitech enemies.
    5 SP = Deal with the Dead: Sacrifice your Armor Ability for 10 OP (cannot be recovered and cannot be used if already consumed).

    [HR=3][/HR]

    SEALED


    Oversoul
    • SEALED



    619.jpg
    Explorers League | Untitled | Character Sheet
    Chako
    Oversoul 02/10]

    Status
    Buffs
    Debuffs
    Misc
    Location: --

    | 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.

    Innate Passives:
    Base abilities Chako has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Sense: Awareness +10.
    Oscillation: Harmonics +10.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.


    First Threshold: [ 2/3 ]
    Water Cat Dance:

    Free Action
    Activate Water Cat Dance and become immobile for as long as it's used. Every cycle from then on, roll a 1d3 and on 2-3 expand the range by 1 ring around Chako (max 3 rings). On a 1, Chako loses her footing and cancels the dance. Resetting growth progress.
    • All support actions are zonal but do not use MR/WR when active. The zone increases by 1 ring every successful Trip! check. Not compatible with Revive.

    Healing Rain:​
    Bonus Action
    At anytime after first success of Water Cat Dance. Convert the dance into Healing Rain and cancel progress.​


    Tempo+:
    Passive
    All allies within Water Cat Dance receive +5 to any Harmonics rolls. Chako gains advantage on any save roll after receiving a Harmonics based support action from an ally.​


    Second Threshold: [ 2/6 ]

    SEALED




    SEALED

    Oversoul

    SEALED





    482.jpg
    Unaffiliated | Untitled | Character Sheet
    Magnolia
    Oversoul 02/10]
    Health [---]

    Status
    Buffs
    Debuffs
    Misc
    Location: --

    | 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.

    Innate Passives:
    Base abilities Magnolia has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Edge of Depression: For every 10% HP threshold lost. Gain +1 Crit on any Offensive/Defensive action.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.
    Anti-Cupid: Immunity to charm effects, however relationships grow at half effectiveness with NPC.

    First Threshold: [ 2/3 ]
    Tools of the Trade:

    Bonus Action
    Select an tool. Each option can only be used once per battle.
    • Guest Removal: 1d3 chance to instantly kill most non boss enemies..
    • Clean Up: Removes any artificial zones in within 1ring of zones of Magnolia. They must match Magnolia's mastery set. (Example, Magnolia has Pyromancy so she can remove any Scorching Zones etc). This does not work on zones default to the map.
    • Guide Visitors: +1 Move and -1Move to all allies/enemies within 1 ring of zones of Magnolia..
    • Hospitality: Gain 100 flat damage retail to all attacks within1 ring of Magnolia or a select ally's (in range) zone.
    • Day Off: Grant self +100 Reflex for the next instance of damage.

    Servant of the Land:
    Passive
    Gain +1 OP whenever Magnolia interacts with Lander NPC (tag) during battle.​
    • Every interaction has a 1d3 chance of restoring the Action Gauge for NPC by 1.


    Second Threshold: [ 2/6 ]
    Spotless:
    Bonus Action
    Gain the ability to wipe any Artificial Zones and Fields) from the map for 1 OP.
    Overtime:
    Bonus Action
    Restore all Tools of the Trade once per battle.​



    SEALED


    Oversoul
    • SEALED



    460.jpg
    Magical Institute of Theory | Untitled | Character Sheet
    MAI
    Oversoul 02/10]
    Health [---]

    Status
    Buffs
    Debuffs
    Misc
    Location: --

    | 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.

    Innate Passives:
    Base abilities MAI has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Magia Commander: All Magia gain +5 to all rolls and +5 damage mitigation when within MAI's zone.
    Material Inheritance: Alchemy support actions used on MAI, grant her access to any non Alter mastery that character possesses on her next turn.
    Dreadbody: Negates 1 stack of most ailments and -5 damage mitigation. However Crit fail rate +1. and Rush/Movement boosting effects are halved.
    CODEX 333: LOCKED

    First Threshold: [ 2/3 ]
    Protocol Select:

    Bonus Action
    Select a protocol and apply the appropriate state. Spend 1 OP to shift protocols mid battle.
    • Cyberangel: Gain Float movement type. Also gain Versatile for free and Save Aura expands to all in MAI's zone.
    • [Command]: Magia Commander expands to 1 ring of zones around MAI. Also gain [Fallen Swarm].
    • Distortion: When passing through or ending their turn within 1 ring of zones around MAI, most enemy movement is -1 and BREAK gauge drops by 25% of MAX (10% of MAX for Bosses).



    Body Modification: Steel Harvest:
    Passive

    For every Magitech enemy defeated (even by allies) while in MAI's zone or adjacent, MAI gains a +2 modifier to all rolls. If it is a new type (not yet added to the Dangers of the World Bestiary), Gain +5 to all rolls. These buffs last for the rest of the thread. 3333 locks


    Second Threshold: [ 2/6 ]
    CODEX ACCESS: Mobile HQ:
    Bonus Action
    Create a Tech Field, and reveal one ???? ability (chosen by DM) for every enemy on the map.

    Initiate Victory:
    Free Action
    All auras can be switched to 100 flat damage to all enemies within the aura instead of the original effect as a Free Action. Tech Field will also reduce the movement of all enemies -1 and deal 10% max BREAK damage, 5% max Break to Bosses (stackable with Distortion).​

    Become Immobile and gain Protect status.

    Ch1m3ra.MAI:
    Bonus Action

    SEALED

    Oversoul
    • SEALED



    318.jpg
    Unaffiliated | Queen Slayer | Character Sheet
    Tick Tock
    Oversoul 01/10]
    Health [---]
    Health [---]

    Status
    Buffs
    Debuffs
    Misc
    Location: --

    | 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.

    Innate Passives:
    Base abilities Tick Tock has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Queen Slayer: +10 before modifiers when attacking Female Bosses and Sub-Bosses.
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Unlucky Lucky Ducky: 1/2 chance to reflect most Ailments (all stacks) back to the enemy for 10 Flat Damage per stack (this isn't always good). 1/3 chance on certain Bosses.
    Material Inheritance: Alchemy support actions used on Tick Tock, grant them access to any non Alter mastery that character possesses on their next turn.
    Remnant Code: LOCKED


    First Threshold: [ 1/3 ]
    Gemini MARIAnette::
    Apply Separate and divide into two separate units:
    • Current HP is split. One must take MR and the other WR.
    • If within 1 zone of each other. HP damage can be transferred to the other.
    • If HP hits 0 and HP cannot be transferred., both are KO'd/Killed
    • Special Actions (but not Checks) are locked and Move -1 when the duo do not share a zone.
    • The duo split all BA/Free Action's, and Buff's/Heals even if separated. Protects are not.
    • When sharing a zone. Tick Tock can split any damage heal or buff between the pair as they will it.
    • Spend 1 OP every turn or roll any actions at disadvantage.

    Darkplay:
    Free Action
    All Illusion actions have a 1d3 chance of dealing Confusion to most enemies. When a Dark or Spirit main action is taken on an ally or enemy, gain 1 Spirit Essence, if a broken enemy or ally below 50% HP, gain 2. Choose either to imbue the Spirit Essence into Tick Tock or perform New World Fool.

    Spirit Box: 0/10

    • Every 1 stack of Spirit Essence grants a flat damage mod of 10 to all Offensive actions. Total modifier is doubled when Tick Tock are together.
    • A stack of Spirit Essence can be consumed via a BA to recover 1d100 HP (always split between the duo).
    • At 5 all aoe attacks become Perfected AoE (choose damage division rather than halving), or Offensive actions become zonal if the duo are together.

    Second Threshold: [ 1/6 ]
    New World Fool:
    Bonus Action
    Depending on the accumulated Spirit Essence and whether Tick Tock or together or separated. Gain access to the following:

    Tick Tock Plays the World: Consume all SE to recover 1d100 HP and while separated to gain one Mastery, Standard Action, BA,, and Free Action from any one Ally or most Enemies that SE was accumulated from. At max Oversoul regenerate 100 HP without rolling.

    The World Plays for Tick Tock: Consume all SE to generate 1d3 Phantom Mimics. They can be allocated any Mastery, Standard Action, BA, and Free Action from any Ally or most Enemies that SE was accumulated from. All creations have 100 HP and use Tick Tocks stats (without buffs) 1-1. Tick Tock becomes immobile and vulnerable while in use. At max Oversoul always 3 roll result.



    Dark Field:
    Bonus Action
    Create a Dark Field..



    SEALED

    Oversoul
    • SEALED


 
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Pandora*

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BATTLE SECTION




SPECIAL NOTE ABOUT BREAK:
I will be allowing full damage output even when break bar is full. How I calculate this is as follows.

BREAK FULL = All attacks deal normal HP damage and half of that as SP damage. If you use a Damage Type that is correct for the enemy you get to deal full HP and SP damage. Dont worry about the stars atm they are just there...

BREAK 0 (BROKEN) = Enemy is vuln and you get ONE INSTANCE to deal the big damage. Then its gone and the enemy will recover SP when they get their turn.

PS: As before, Break will weaken or remove certain enemy abilities. Keep an eye out. Sometimes ability control is more important than that 2x damage.


Battle Map


OduHND3.png



< Notes All Starcalled may select any zone on the CENTRAL SPHERE 3x3 zones. Victory Condition: Defeat All Enemies >

Map Details

Trinity Center: Simulation Chamber
((Area)
Safety mechanisms are in place. Death is impossible here. However the UI is also unavailable.




★★

Tri-Slime


BREAK [TRI
❰ 666 / 666 ❱
❰ 999 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victim's shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Physical Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits a toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Slimes fuse, become Tri-Giga Slime.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: A7


★★

Tri-Ooze


BREAK [TRI
❰ 666 / 666 ❱
❰ 999 / 999 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victim's shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Elemental Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: B4


★★

Tri-Jelly


BREAK [TRI
❰ 666 / 666 ❱
❰ 999 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victim's shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Bound Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Slimes fuse, become Tri-Giga Slime.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: F4


★★

Tri-Sludge


BREAK [TRI
❰ 666 / 666 ❱
❰ 999 / 999 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victims shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Construct Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected.

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: G7



★★

Tri-Pudding


BREAK [TRI
❰ 666 / 666 ❱
❰ 999 / 999 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn.
If Slime is not defeated on the following cycle. It form shifts to match its victims shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Outer Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: D1


★★

-ERROR-


BREAK [ALL
❰ 0 / 666 ❱
❰ 9 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

-ERROR-:
Passive

Emits an toxic aura from the the waste of existence that rival's Dissonance in terror. WARNING extreme waste incoming!
  • When defeated, converts all zones to Planar Waste and grants .3 OP to the entire party.

Extra:.
  • SP Recovery: 0
  • Taunt; 9999
  • AI: Simple
  • Movement: 2 (Liquid)
  • Location: D7



 
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Chako

❮ Lyrical ❯
B
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Gold
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AliceShiki
Oversoul [1/10]
200 / 200

Vulnerable
Surge Used



Chako had no idea what was happening. She got into a transporter by following some people on a whim. Then she got to a place that felt incredibly out of place when compared to everything in Arcia.

Then she saw... A weird blue-haired girl that spoke weirdly? Whatever she was, she was very weird compared to the Landers Chako was used to. Kinda robotic, but not in the Magia sense. She was weird.

And then... Fight!? Monsters!? "I-I didn't sign up for any of that!" It seemed like it was too late for that though...

Slimes spawned. Chako had no idea what to do, so she grabbed onto the giant wolfman ( @Ash Vargold ) that was right next to her to make sure she didn't trip, "B-bear with me for a bit, please!" Chako held his hand and waist, then instantly started dancing, replicating the simple waltz that Ruby taught her not that long ago.

As they moved, a faint yellow light spread from Chako to a few of the people near them. It was not going to last much, but Chako hoped it help them take care of those gross slimes, "T-thank you very much!" She told the giant wolfman before stepping away from him.

And speaking of gross slimes... There was one that was way way too close to Chako, "G-g-get away!" Chako sent a small water wave towards the slime to push it farther from her.

And next, next... "T-there!" Chako saw a somewhat empty spot on the battlefield and instantly ran towards it, hoping she'd be safe from the gross slimes if she stayed there.

Rolls

Movement: Spawn E3 (Actions) → G1

Enhance (+20 to Power Buff)

Reposition (Jelly F4 → G4)

AoE Power Buff
2d100 (57 + 54) + [75] + 25 + 25 + 50 + 25 + 20 + 100 + 10 = 441 / 3
+147 extra damage to 3 targets for 1 attack
You are Vulnerable.

AoE | Harmonic Magic | Chako | Slime Trial
Power Buff: @Tick Tock @Magnolia @Someone Else


Character Sheet
Oversoul Charges: 1/10
 
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Tick Tock

❮ Queen Slayer ❯
M
Messages
208
Gold
7,400
Mastery
5,200
Valor
1
Event
0
Special
0
Oversoul [2/10]
265 / 265


Super Vulnerable
+139 Power Buff (x1)
from @Chako
+43 Mod
from Corrupt Exchange



"WAAAA TICK! IT'S TRINITY! THE BEST IDOL OF ALL TERRASPHERE! GET TOCK AN AUTOGRAPH NOW!"



"TRINITY..?



"Never heard of her. Tick likes people like Tick likes her geometry: EVEN. And she's not EVEN helping us, so she's not EVEN gonna be acknowledged by Tick!"



Tick's words only seemed to help for crunching poor Tock's heart, whose first instinct was to seek help from @Ash Vargold, the green cat man that had, for one reason or another, ended with the duo in this claustrophobic simulation.


"Papa, Tick is being an absolute meanie-head again, SEND HER INTO THE Ḻ̷̨̙̐̏̃̽ ̶̗̈̂̑͂A̷̼͆ ̴̫̫͗M̷̢͘ ̴̛̬̎̽̕P̷̡̣̌̉͛̋̿!"



"He can't hear you, Tock!" Tick replied, pointing a finger back to @Chako, "He's too busy with the adopted twin tail-sis over there!"



"Probably a BABY. Needs supervision and all." Tick added, waving off the dancing cat duo



"But look how good she's at dancing. She's already better than you!"



"Tick could beat your tri-sided idol on a dancing game any day of the week."



"Tick can cheat on these, afterall."



"Tock bets you can't prove it~"




"...Bet"




The dare was enough to set her off, enough for Tick to set herself in motion, pulling Tock by her hand and dragging her along, with her screams trailing off as the duo set sights onto the ɆⱤⱤØⱤ ɎØ₲ɄⱤ₮, with Tick pulling the brakes as her feet dragged along for a few meters, standing close enough but not so much as to touch the slime, before she did a twirl, her right arm outstretched as she took aim towards the stinky smelly slime at the very far corner. They all were shiny, but this one caught her attention the most. It was the brightest, most stinky slime in this whole training environment the TRI-rant Trinity had conjured.

And as such, it had to die, with Tick pulling her best strategy thus far: Unleashing every single power within the amalgam core at once into one stupidly oversized explosion centered on the slime.


Rolls

Movement: C5 Spawn → Act → D7 (Actions)

Roll Result
3d20 (8 + 17 + 18) = 43

FA Corrupt Exchange | Tick Tock | 2129C1

Roll Result
2d100kh1 (80 + 29) + 25 + 50 + 50 + 10 + 43 + 139 = 397

Critical Attack | Tick Tock | 2129C1

Roll Result
4d20 (6 + 1 + 1 + 18) = 26 (Halved) = 13

Area damage BA | Tick Tock | 2192C1

(Medium Armor Ability) Twice
You may perform 2 actions and 1 BA or 1 action and 2 BAs this cycle.

Tick Tock | 2129C1

Roll Result
2d100 (27 + 67) + 25 + 50 + 50 + 10 + 43 = 245 x 0.8 = 196

Critical Attack (0.8 multiplier) | Tick Tock | 2192C1


Tri-Slime: 393/999 HP | 60/666 SP
Play Sheet
Oversoul Charges: 2/10 OP
 
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Ash Vargold

❮ Dissonant Exterminator ❯
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Tarkya
Oversoul [1/10]
290 / 290



Location: G1
Vulnerable
+139 Power Buff
from @Chako
+22 Mitigation from self

<< Oversoul >>
Path: +5 Spirit/+10 BREAK
Gate: +5 Guard/+5 Mit

Allies: 1
Stance: Sealed
SE: Sealed


The Trinity Center ironically felt like the most sensible place in Terrasphere. It was too bad that Trinity was the least sensible AI in it: any attempts to get answers from her were met with the same canned responses over and over again.

"It's like fighting the Calculator all over again, huh-?" His attempt to reminisce with @MAI was roughly interrupted by @Chako. Before he could react he'd been drawn into an awkward dance with her, which he spent most of just trying to not step on her or trip.

"U-um, you're welcome...?"



It was magic, he realized belatedly as Chako went sprinting away towards the corner, leaving him feeling strengthened. She was also going off on her own, with a possibly angered slime on her tail. "Hey, wait!

He turned towards the punted slime and raised his lantern, setting it alight with a spark of life-force. A muttered command drew forth a translucent claw that shot towards the Tri-Jelly and swiped through it. A mote of surprise reached Ash - there was a spirit, or something very nearly like one, somewhere within the creature...

Ash glanced back at the rest of the group and oh god it was those crazy magia twins and suddenly following the dancer seemed like very good idea. He hooked the lantern back on his belt and booked it, only stopping once he was next to Chako. "We should really stick together, you know."

Rolls

Movement: E3 (Action) → G1

(OS) Spirit Blade (Path):
+5 Spirit Mastery and +10 BREAK damage.
(OS) Spirit Coat (Gate)
+5 Guard Arts and +5 damage mitigation.

(BA) Range
Gain 2 range

(FA) Taunt
Taunt target of attack

Ultra Counter at Tri-Jelly
1d100 (54) + [60] + 50 + 50 + 10 + 5 = 229
229 damage
Ultra Counter successful, effects doubled!
Gain 60 damage and mitigation.
Total Damage: 368

You are Vulnerable.
Ash Vargold | Spirit Magic | 2192C1
Mitigation: +22 to @Ash Vargold, @Chako, @Magnolia


Enemy: 631/999 HP | 288/666 SP
Character Sheet
Oversoul Charges: 1/10 OP
 
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MAI

❮ Hymn of Tomorrow ❯
M
NG+
Messages
479
Gold
1,050
Mastery
0
Valor
2
Event
0
Special
0
OOC
BlancBlack
Oversoul [2/10]
300 / 300



Damage
-00 HP
Healing
+65 MIT |‎ ‎ +05 from Dreadbody
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ +60 from Ward Aura

Status
‎‎ ‎ Savior
‎‎ ‎ Vulnerable (Special Critical Attack)



It was good to take a break from the absurd realism TerraSphere offered from time to time. And the Trinity Center was just the place to do that at, or so MAI heard. Funnily enough, she even saw some familiar faces once she was transported into the simulated arena.

Offering @Ash Vargold a warm smile, quite uncharacteristic to her usual stoic self, she was ready to reunite with a long-lost ally, only for the man to suddenly be flanked by the other participants. It seemed that the fatherly beastfolk needed all of the support he could get here.

"Welcome - It is good to see you again. Best of luck with your new daughter."



With that attempt at a joke, she shot a curious glance to @Chako as well before she started scanning their surroundings, and more importantly, the enemies that have appeared. Slimes, opponents that could have just about any property based on what exactly they were made out of. And that meant she had to do some experimentation first.

Seeing others already going ahead, MAI singled out one of the slimes and called forth one of her drones. A collection of separate mechanical pieces that assembled together into a vague worm-like shape, hovering around the magia. It didn't take long before it started channeling electricity and taking only a short few seconds to fire it ahead at one of the slimes. While assessing the attack's effectiveness, she also retreated a bit, just in case.

Rolls

Movement: D3 (spawn + action) → D4 (Actions)

Ward Aura (Free Action) Grants up to 3 targets (self and/or allies) 15 (C) 20 (B) 25 (A) 30 (S) 35 (U) damage mitigation. Distribute the mitigation in any amount between up to 3 targets in multiple of 5s.wd
Target: Self

Amplify Warding (Bonus Action) Double the mitigation amount.

Roll Result (Main Action)
2d100 (83 + 37) + 50 + 50 + 25 + 25 + 10 = 243
Electromancy | Special Critical Attack | MAI | 2192C1


Tri-Pudding: 756/999 HP | 557/666 SP
Character Sheet
Oversoul Charges: 2/10 OP
 
Last edited:
Messages
207
Gold
0
Mastery
0
Valor
0
Event
0
Special
0
Chanlye
Oversoul [2/10] Mitigation [22/22]
260 / 260
Location: A1
Vulnerable
Damage Mitigated by 22 from @Ash Vargold
Buffed by 147 from
@Chako


Magnolia's cloaked figure remained at the center of the room as the cursed Mascot monologued, almost bringing a frown to the maid, if it wasn't for the fact expressions very rarely took place on her face. No matter how many years passed, that thing continued to be unsettling.

Still, being provided some mostly harmless fight training, away from the eyes of the Landers and most of the Starcalled as well, wasn't something she could simply ignore.

Another thing she couldn't ignore was how @Chako clinged on @Ash Vargold and waltzed, completely fearing for her safety while @MAI revealed the nature of their relationship. She couldn't muster how shameful it was for a father to bring a daughter to such a dangerous display of violence this game was. "Don't let her get hurt. Things will get messy." She muttered under her hood, leaning behind the beastman and using him as the sole cover that virtual-within-virtual space provided until he left away to handle the other slimes that appeared.

Using the man's cover and the potential distraction the little girl's (and @Tick Tock's) loudness gave, Magnolia darted off as soon as she was on sight again, trying to fiercely sink a hidden blade deep into the Tri Ooze's body—

However, its bounciness averted her stab, and would twist her wrist if it wasn't for her firm grip and nimbleness to maneuver and mitigate the faulty attack, following with another thrust to push the slimy creature away before it tried to engulf her.

"..."

She rolled away, trying to disappear in the darkness of the corner while trying to catch its attention, away from the rest of the enemies.

Rolls


Movement: Spawn at C4 (Act) > C3 > B2 > A1

Special Critical Attack
2d100 (27 + 48) + 50 + 50 + 147 + 25 + 25 + 10 = 355/2 = 178 on Tri Ooze
Pierce Weapons | Special Critical Attack | Magnolia | 2192C1

(OS/BA) Reposition
You may move any one adjacent non-boss unit (and some objects) 1 zone in any direction from their zone.
Moving Tri Ooze from B4 to A4
Magnolia


Tri Ooze (HP: 821/999 | SP 577/666)

Character Sheet
 

Pandora*

❮ Narrator ❯
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Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Trials of the Starcalled

Trinity Center


"Gurgle pop slippy slop!!!"


The slimes all began to move their slimy forms towards various party members. The glitched slime seemed to wander aimlessly. Heading for MAI but barely acknowledging her. It's eyes blank like the rest but even more so if that were possible...

In the path of the artificially(?) generated slimes, was a chemtrail of fluid air. As the very space they traveled shuddered and rippled. Not unlike a space time ability might cause. If said ability had scrambled ether in it's wake. It felt like they made the space itself sickly. Does Space even have health?

Thankfully the party expertly avoided getting near the creatures but for how long?


Cycle 1 Damage Phase


Ash
Unscathed




Chako
Unscathed




MAI
Unscathed



Tick Tock
Unscathed




Magnolia
Unscathed




Oversoul Growth
@Ash Vargold: Tagged and Direct Damage Dealt (+2 OP)
@Chako : Tagged, Buff Dealt ↑ | Enhance Used (+1 OP)
@Tick Tock : Tagged, Direct Damage Dealt (+2 OP)
@MAI: Tagged, Direct Damage Dealt (+2 OP)
@Magnolia: Tagged, Direct Damage Dealt (+2 OP)


 

Pandora*

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Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
PLAYER SECTION




  • Trials of the Starcalled: Slime
    C2


    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 333 words excluding code.
    • Post Speed: Every 24 hours preferred. The thread will be IMMEDIATELY concluded if it drags on too long (over 2 weeks).. Beat the MAINT.
    • 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: No comms.
    • 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: ---

    Code:
    [b][metercolor=0.0]blue[/metercolor][inlinespoiler=Oversoul][0/10][/inlinespoiler][/b]
    [hp=100]100[/hp]
    [status] (This goes directly beneath the HP/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 Charges: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 2: Trial Battle

    • Tips: Win.

    Mission: Win.


    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.
    • Objective: Win

  • <<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. They will reflect the version of your character when they register 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:
    • Any Main Action (not BA, Free, etc)), of HP/SP damage dealt, HP Healed, or Buff Applied to any amount of enemies or allies= 1 OP Charge. Usually, checks will not grant OP.
    • If you take damage (not splash or environmental) in the Damage Phase = 1 OP Charge
    • Tag an ally = 1 OP Charge
    • Enemy defeated = 1 OP Charge for kill taker.
    • You only gain 1 OP charge per type of accumulation. So you do not gain 2 OP for using twice and attacking twice in one cycle, etc.
    • Important: All Oversoul is accumulated at the end of the damage phase after enemy attacks are dealt out. So you do not have the points you gain until they are given out by the DM/Narrator at that time. Also, you cannot accumulate or use OP outside of Grid or Event cycles.

    System Details
    • Events without an LFG do not use the Oversoul system as there isn't a place to register your build.
    • Oversoul cannot be used retroactively beyond the mentioned before/after definitions.
    • Whenever a teammate is Killed/KO'ed they lose all Oversoul accumulated. Any unlocked threshold buffs, ailments, etc are canceled immediately.
    • 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), but not repeated (enhance+enhance).
    | 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. They must be in your zone not adjacent or farther.

    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

    (1 Charge) Enhance: +20 Modifier to next roll (checks, attacks, saves, etc). This must be done immediately before taking an action or for half effect (+10), after making the roll you want to enhance.

    (1 Charge) Force: Deal 30 SP damage when you deal damage. Does not work with aoe or splash. This must be done immediately before taking an action or for half effect (+20), after making the roll you want to enhance.

    (2 Charges) 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 cannot cancel the combo's activation and OPs are immediately spent. No one gets refunded and the combo initiator is made vulnerable if a chain is broken by an ally targeting another etc.

    (3 Charges) Overaction:
    Use an additional Bonus Action (you may not double the same BA). This must be done before taking action. This stacks with all other extra BA abilities.

    (3 Charges) 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.

    (4 Charges) Action Swap: Swap any action of your choice in your build to your current build sheet. This can be done anytime on your turn.

    (4 Charges) Fortify: Negates your current Vulnerable state. This also brings Super Vulnerable back to Vulnerable. This must be done immediately after becoming vuln.

    (5 Charges) 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 cannot cancel the combo's activation and OPs are immediately spent. No one gets refunded and the combo initiator is made vulnerable if a chain is broken by an ally targeting another etc.

    (8 Charges) Combination Arts :
    Combine any Attack Actions together with multiple tagged allies (can be the entire team if they are all in range). Giving all involved Advantage and 1.5 Damage Output. Must target the same enemy or enemies if aoe Must be used on the initiator's turn before rolling action. Allies cannot cancel the combo's activation and OPs are immediately spent. If any targeted enemy isn't vulnerable the combo will fail, the initiator will be left super vulnerable and all advantage/damage from then on will revert to normal.


    (9 Charges) Turning Point: Restore your used Armor Ability. Cannot be used if the ability is still available.

    (10 Charges) 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...

    @Fina Drago has altered fate once.

    (10 Charges) OVERSOUL:
    [SEALED]



  • 146.jpg
    Unaffilated | Dissonant Exterminator | Character Sheet
    Ash
    Oversoul 03/10]
    Health [290/290]

    Status
    Buffs
    Debuffs
    Oversoul First Threshold
    Location: G1

    | 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.

    Innate Passives:
    Base abilities Ash has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Dissonant Exterminator:+10 damage for offensive and defensive action attacking Dissonant enemies.
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Sense+: Awareness +15.
    Spirit Blade (Path):: +.5 Spirit Mastery and +10 BREAK damage. ....and more.
    Spirit Coat (Gate): +5 Guard Arts and +5 damage mitigation. ....and more
    Lament of Twilight: When a cycle starts with 3 allies within 1 ring of of Ash's zone, gain +5 defensive roll results and +25 Fortitude and Will. When 2 allies, increase defensive roll result by +5 and Fortitude Will by 10. When one ally, become neutral (no buffs)l. For every turn taken alone, roll a 1d3 and gain +5 offensive roll results and Torment for free regardless of roll.

    If a 2 is rolled become Confused until an ally ends their turn on Ash's zone.
    If Ash rolls a 1: Twilight comes closer.
    T̶̼̓h̴̪͗i̵̬̽s̴̳͝ ̸̘́c̷̰̊o̷̥̐n̶̩̆t̶̩̅i̴͖͝n̸̥͑ú̷̲e̷̗̎s̵͙͝ ̴̪̉ę̷̀v̷̜̽ẻ̴̟r̶͔̐ý̵̳ ̵̮̋t̸͎̓i̴̭͒m̸͍̒ȩ̸̃.̴̳̍

    First Threshold: [ 3/3 ]
    Noble-ish Fencer-ish:

    Free Action
    Swap stances between the following:
    • Parry Stance: 1d3 chance to halve any incoming physical damage (excluding aoe, does not stack with protect.).
    • Shield Stance: 1d3chance to halve any incoming magic damage (excluding aoe, does not stack with protect).
    • Haunting Stance: Deals 25 retaliation damage to all attacks (excluding aoe). 1d3 chance to instant kill broken enemies struck with retail.
    • Charming Stance: 1d3 chance to Charm interested non Boss enemies within 1 ring of Ash ending his turn in this stance
    Deathly Attraction:
    Passive
    For every Enemy that possesses a soul, slain on the map. Gain 1 Spirit Essence (SE) for use with Blade of the Lost and R̷̹͓͆͋È̷̻̳̩D̵̯̼͐̄̌̀ͅA̶̧̗̥̫̽̕͠C̵̱͕̰͙̎̃̎T̶̼̺̻̈́͆́͝E̷̩̓̉̽D̴̩̯͐͑̊̀ͅ.


    Tech Dabbler :
    Passive
    +10 Magitech related Checks.


    Second Threshold: [ 3/6 ]
    Blade of the Lost:
    Bonus Action
    [ 0/9 ]
    Doubles both Spirit Blade and Coat's effects. All Evoke abilities increase in cost by 10 HP however gain all Evoke abilities for free. Gain access to Spirit Essence to be used for the following actions:

    2 SP = Hands of Death: +1 Range and 1d3 chance to instant kill broken enemies.
    3 SP = Vengeful Wraith: Deals 50 Flat HP and BREAK damage to any attacks dealt to Ash or an adjacent ally (includes aoe).
    3 SP = Datastream Cleave: Gain +50 BREAK on Magitech enemies.
    5 SP = Deal with the Dead: Sacrifice your Armor Ability for 10 OP (cannot be recovered and cannot be used if already consumed).



    SEALED


    Oversoul
    • SEALED



    619.jpg
    Explorers League | Untitled | Character Sheet
    Chako
    Oversoul 03/10]
    Health [200/200]

    Status
    Buffs
    Debuffs
    Oversoul First Threshold
    Location: G1

    | 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.

    Innate Passives:
    Base abilities Chako has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Sense: Awareness +10.
    Oscillation: Harmonics +10.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.


    First Threshold: [ 3/3 ]
    Water Cat Dance:

    Free Action
    Activate Water Cat Dance and become immobile for as long as it's used. Every cycle from then on, roll a 1d3 and on 2-3 expand the range by 1 ring around Chako (max 3 rings). On a 1, Chako loses her footing and cancels the dance. Resetting growth progress.
    • All support actions are zonal but do not use MR/WR when active. The zone increases by 1 ring every successful Trip! check. Not compatible with Revive.

    Healing Rain:​
    Bonus Action
    At anytime after first success of Water Cat Dance. Convert the dance into Healing Rain and cancel progress.​


    Tempo+:
    Passive
    All allies within Water Cat Dance receive +5 to any Harmonics rolls. Chako gains advantage on any save roll after receiving a Harmonics based support action from an ally.​


    Second Threshold: [ 3/6 ]

    SEALED




    SEALED

    Oversoul

    SEALED





    482.jpg
    Unaffiliated | Untitled | Character Sheet
    Magnolia
    Oversoul 04/10]
    Health [260/260]

    Status
    Buffs
    Debuffs
    Oversoul First Threshold
    Location: A1

    | 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.

    Innate Passives:
    Base abilities Magnolia has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Edge of Depression: For every 10% HP threshold lost. Gain +1 Crit on any Offensive/Defensive action.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.
    Anti-Cupid: Immunity to charm effects, however relationships grow at half effectiveness with NPC.

    First Threshold: [ 3/3 ]
    Tools of the Trade:

    Bonus Action
    Select an tool. Each option can only be used once per battle.
    • Guest Removal: 1d3 chance to instantly kill most non boss enemies..
    • Clean Up: Removes any artificial zones in within 1ring of zones of Magnolia. They must match Magnolia's mastery set. (Example, Magnolia has Pyromancy so she can remove any Scorching Zones etc). This does not work on zones default to the map.
    • Guide Visitors: +1 Move and -1Move to all allies/enemies within 1 ring of zones of Magnolia..
    • Hospitality: Gain 100 flat damage retail to all attacks within1 ring of Magnolia or a select ally's (in range) zone.
    • Day Off: Grant self +100 Reflex for the next instance of damage.

    Servant of the Land:
    Passive
    Gain +1 OP whenever Magnolia interacts with Lander NPC (tag) during battle.​
    • Every interaction has a 1d3 chance of restoring the Action Gauge for NPC by 1.


    Second Threshold: [ 4/6 ]
    Spotless:
    Bonus Action
    Gain the ability to wipe any Artificial Zones and Fields) from the map for 1 OP.
    Overtime:
    Bonus Action
    Restore all Tools of the Trade once per battle.​

    [HR=3][/HR]

    SEALED


    Oversoul
    • SEALED



    460.jpg
    Magical Institute of Theory | Untitled | Character Sheet
    MAI
    Oversoul 04/10]
    Health [300/300

    Status
    Buffs
    Debuffs
    Oversoul First Threshold
    Location: D4

    | 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.

    Innate Passives:
    Base abilities MAI has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Magia Commander: All Magia gain +5 to all rolls and +5 damage mitigation when within MAI's zone.
    Material Inheritance: Alchemy support actions used on MAI, grant her access to any non Alter mastery that character possesses on her next turn.
    Dreadbody: Negates 1 stack of most ailments and -5 damage mitigation. However Crit fail rate +1. and Rush/Movement boosting effects are halved.
    CODEX 333: LOCKED

    First Threshold: [ 3/3 ]
    Protocol Select:

    Bonus Action
    Select a protocol and apply the appropriate state. Spend 1 OP to shift protocols mid battle.
    • Cyberangel: Gain Float movement type. Also gain Versatile for free and Save Aura expands to all in MAI's zone.
    • [Command]: Magia Commander expands to 1 ring of zones around MAI. Also gain [Fallen Swarm].
    • Distortion: When passing through or ending their turn within 1 ring of zones around MAI, most enemy movement is -1 and BREAK gauge drops by 25% of MAX (10% of MAX for Bosses).



    Body Modification: Steel Harvest:
    Passive

    For every Magitech enemy defeated (even by allies) while in MAI's zone or adjacent, MAI gains a +2 modifier to all rolls. If it is a new type (not yet added to the Dangers of the World Bestiary), Gain +5 to all rolls. These buffs last for the rest of the thread. 3333 locks


    Second Threshold: [ 4/6 ]
    CODEX ACCESS: Mobile HQ:
    Bonus Action
    Create a Tech Field, and reveal one ???? ability (chosen by DM) for every enemy on the map.

    Initiate Victory:
    Free Action
    All auras can be switched to 100 flat damage to all enemies within the aura instead of the original effect as a Free Action. Tech Field will also reduce the movement of all enemies -1 and deal 10% max BREAK damage, 5% max Break to Bosses (stackable with Distortion).​

    Become Immobile and gain Protect status.

    Ch1m3ra.MAI:
    Bonus Action

    SEALED

    Oversoul
    • SEALED



    318.jpg
    Unaffiliated | Queen Slayer | Character Sheet
    Tick Tock
    Oversoul 03/10]
    Health [133/133]
    Health [133/133]

    Status
    Buffs
    Debuffs
    Oversoul First Threshold
    Location: D7

    | 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.

    Innate Passives:
    Base abilities Tick Tock has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Queen Slayer: +10 before modifiers when attacking Female Bosses and Sub-Bosses.
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Unlucky Lucky Ducky: 1/2 chance to reflect most Ailments (all stacks) back to the enemy for 10 Flat Damage per stack (this isn't always good). 1/3 chance on certain Bosses.
    Material Inheritance: Alchemy support actions used on Tick Tock, grant them access to any non Alter mastery that character possesses on their next turn.
    Remnant Code: LOCKED


    First Threshold: [ 3/3 ]
    Gemini MARIAnette::
    Apply Separate and divide into two separate units:
    • Current HP is split. One must take MR and the other WR.
    • If within 1 zone of each other. HP damage can be transferred to the other.
    • If HP hits 0 and HP cannot be transferred., both are KO'd/Killed
    • Special Actions (but not Checks) are locked and Move -1 when the duo do not share a zone.
    • The duo split all BA/Free Action's, and Buff's/Heals even if separated. Protects are not.
    • When sharing a zone. Tick Tock can split any damage heal or buff between the pair as they will it.
    • Spend 1 OP every turn or roll any actions at disadvantage.

    Darkplay:
    Free Action
    All Illusion actions have a 1d3 chance of dealing Confusion to most enemies. When a Dark or Spirit main action is taken on an ally or enemy, gain 1 Spirit Essence, if a broken enemy or ally below 50% HP, gain 2. Choose either to imbue the Spirit Essence into Tick Tock or perform New World Fool.

    Spirit Box: 0/10

    • Every 1 stack of Spirit Essence grants a flat damage mod of 10 to all Offensive actions. Total modifier is doubled when Tick Tock are together.
    • A stack of Spirit Essence can be consumed via a BA to recover 1d100 HP (always split between the duo).
    • At 5 all aoe attacks become Perfected AoE (choose damage division rather than halving), or Offensive actions become zonal if the duo are together.

    Second Threshold: [ 3/6 ]
    New World Fool:
    Bonus Action
    Depending on the accumulated Spirit Essence and whether Tick Tock or together or separated. Gain access to the following:

    Tick Tock Plays the World: Consume all SE to recover 1d100 HP and while separated to gain one Mastery, Standard Action, BA,, and Free Action from any one Ally or most Enemies that SE was accumulated from. At max Oversoul regenerate 100 HP without rolling.

    The World Plays for Tick Tock: Consume all SE to generate 1d3 Phantom Mimics. They can be allocated any Mastery, Standard Action, BA, and Free Action from any Ally or most Enemies that SE was accumulated from. All creations have 100 HP and use Tick Tocks stats (without buffs) 1-1. Tick Tock becomes immobile and vulnerable while in use. At max Oversoul always 3 roll result.



    Dark Field:
    Bonus Action
    Create a Dark Field..

    [HR=3][/HR]

    SEALED

    Oversoul
    • SEALED


 

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
BATTLE SECTION




SPECIAL NOTE ABOUT BREAK:
I will be allowing full damage output even when break bar is full. How I calculate this is as follows.

BREAK FULL = All attacks deal normal HP damage and half of that as SP damage. If you use a Damage Type that is correct for the enemy you get to deal full HP and SP damage. Dont worry about the stars atm they are just there...

BREAK 0 (BROKEN) = Enemy is vuln and you get ONE INSTANCE to deal the big damage. Then its gone and the enemy will recover SP when they get their turn.

PS: As before, Break will weaken or remove certain enemy abilities. Keep an eye out. Sometimes ability control is more important than that 2x damage.


Battle Map


w9omgsC.png



< Notes All Starcalled may select any zone on the CENTRAL SPHERE 3x3 zones. Victory Condition: Defeat All Enemies >

Map Details

Trinity Center: Simulation Chamber
((Area)
Safety mechanisms are in place. Death is impossible here. However the UI is also unavailable.




★★

Tri-Slime


BREAK [TRI
❰ 282 / 666 ❱
❰ 359 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victim's shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Physical Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits a toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Slimes fuse, become Tri-Giga Slime.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: B7


★★

Tri-Ooze


BREAK [TRI
❰ 666 / 666 ❱
❰ 821 / 999 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victim's shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Elemental Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: A3


★★

Tri-Jelly


BREAK [TRI
❰ 510 / 666 ❱
❰ 631 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victim's shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Bound Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Slimes fuse, become Tri-Giga Slime.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: G3


★★

Tri-Sludge


BREAK [TRI
❰ 666 / 666 ❱
❰ 999 / 999 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victims shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Construct Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected.

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: F6



★★

Tri-Pudding


BREAK [TRI
❰ 666 / 666 ❱
❰ 756 / 999 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn.
If Slime is not defeated on the following cycle. It form shifts to match its victims shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Outer Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: D2


★★

-ERROR-


BREAK [ALL
❰ 0 / 666 ❱
❰ 9 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

-ERROR-:
Passive

Emits an toxic aura from the the waste of existence that rival's Dissonance in terror. WARNING extreme waste incoming!
  • When defeated, converts all zones to Planar Waste and grants .3 OP to the entire party.

Extra:.
  • SP Recovery: 0
  • Taunt; 9999
  • AI: Simple
  • Movement: 2 (Liquid)
  • Location: D5



 

Chako

❮ Lyrical ❯
B
NG+
Messages
364
Gold
700
Mastery
275
Valor
3
Event
0
Special
0
AliceShiki
Oversoul [0/10]
200 / 200

Vulnerable
Surge Used



Chako was confused.

Apparently the wolfman was a dad for the twin girls? And, somehow... He wanted to adopt Chako?

... Chako was happy that her dance was praised at least.

Also, the blue-haired girl is an idol named Trinity...? A robot AI... Idol?

... Weird.

And then... Chako's mind went blank. The wolfman rushed to her side... Chako remembered the wolves that attacked her before Magi saved her... Suddenly she was there again. On the floor. Powerless... He is going to eat me. He is going to eat me! Chako fell on the ground, closed her eyes and waited for the inevitable..

Except... That didn't happen... After cowering in fear for a few seconds, Chako opened her eyes and saw the wolfman protecting her.

Chako's breathing was ragged. He scared her... But he is no wild wolf. He is helping me. It was easier to think that than to believe her own words... But she tried. Trembling body nonetheless, she tried, "Right... Right... T-then come on! T-t-t-this way!"

Come on, don't mess up now... Chako skipped to the center of the battlefield, as if she was dancing ballet... She had never tried it before, but somehow she managed to avoid tripping, and a faint light embraced her and the wolfman.

Then, when she was at the center, able to see everyone, she took a deep breath, Okay... Just like in Ending Daydreaming 10... You can do it. Chako started a slow dance. Spinning around in place, paying close attention to each step that her body made, and to the positions of her allies.

One faint yellow light reached everyone other than the maid, that Chako was too slow to help... And as soon as she finished the last step of her dance, she tripped on her feet and fell on her butt... Chako sighed in relief. At least she was able to finish the spell.

"G-go get'em!" Her body was still trembling... She needed a few seconds before she could get up again.

Rolls

Movement: G1 (Haste) → D4 (Range + Power Buff)

Overaction (3 OS) → +1 BA

Haste
2d2 (1 + 1) = 2

Haste | Chako | Slime Trial
Haste: +1 Movement for @Ash Vargold and for @Chako

Range BA (+1 Range)

AoE Power Buff
2d100 (59 + 51) + [75] + 25 + 25 + 50 + 25 + 10 = 320 / 3
+107 extra damage to 3 targets for 1 attack
You are Vulnerable.

AoE | Harmonic Magic | Chako | Slime Trial
Power Buff: @Tick Tock @Ash Vargold @MAI


Character Sheet
Oversoul Charges: 0/10
 
Last edited:

MAI

❮ Hymn of Tomorrow ❯
M
NG+
Messages
479
Gold
1,050
Mastery
0
Valor
2
Event
0
Special
0
OOC
BlancBlack
Oversoul [4/10]
300 / 300



Damage
-00 HP
Healing
+35 MIT |‎ ‎ +05 from Dreadbody
‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ +30 from Ward Aura

Status
‎‎ ‎ Savior
‎‎ ‎ Vulnerable (Special Critical Attack)



While the result could have been better, it was also hardly disappointing. It seemed that her drone needed a bit more tuning. Or was it just the material the slime was made out of? Further analysis was clearly needed. But just as she was preparing for another attack, some of the participants who were running around decided to return back to the center, along with some boons. Feeling her body suddenly become lighter and stronger, she shot @Chako a glance and a thumbs up.

However, fate would not have it that her target remained the same. In the corner of her eye, she also noticed that one of the other slimes was getting dangerously close to @Magnolia. The priority changed right away. Sending a single drone toward Tri-Pudding, it emitted a powerful gust of wind to push the slime back toward the arena's wall while MAI headed in the opposite direction, focusing entirely on the slime that was becoming a bit of a danger.

"Warning - Steer clear of detected threat. Neutralization in process."



Just as the magia said so, her body suddenly flickered in and out of existence, her chronomancy getting to work. What appeared to be a clone of the girl manifested near the slime, extending its mechanical wings and slashing away with the steel feathers. The original remained at some distance, but was getting ready to move fully in if need be.

Rolls

Movement: D4 (Bonus Action) → B4 (Main Action)

Ward Aura (Free Action) Grants up to 3 targets (self and/or allies) 15 (C) 20 (B) 25 (A) 30 (S) 35 (U) damage mitigation. Distribute the mitigation in any amount between up to 3 targets in multiple of 5s.wd
Target: Self

Reposition (Bonus Action) You may move any one adjacent non-boss unit (and some objects) 1 zone in any direction from their zone.
Target: Tri-Pudding (D2 → E1)

Roll Result
2d100 (14 + 78) + 25 + 50 + 50 + 25 + 107 + 10 = 345
Chronomancy | Special Critical Attack | MAI | 2192C2


Tri-Ooze: 476/999 HP | 321/666 SP
Character Sheet
Oversoul Charges: 4/10 OP
 

Ash Vargold

❮ Dissonant Exterminator ❯
B
NG+
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Tarkya
Oversoul [1/10]
270 / 270


Location: G1
Vulnerable
+107 Power Buff
from @Chako
+1 Haste from @Chako

<<First Threshold>>
Path: +5 Spirit/+10 BREAK
Gate: +5 Guard/+5 Mit

Allies: 1
Stance: Parry
SE: 0



Ash didn't have much of a chance to respond to @MAI's joke or @Magnolia's muttered words before he was trailing off after @Chako. But he did have a moment to take a breath, and-

"NOT FUNNY, MAI!"



And that was all he had before getting drawn back into the flow of battle, one that apparently involved a lot of running. Ash wasn't a fan, but it was that or standing alone in the corner with only his pounding heart for company. So, running it was.

Ash came to a stop in the center of the arena as MAI began her attack on the distant Tri-Ooze. Close, but enough enough - he bit his lip and pulled forth the lantern again. Claws billowed forth like smoke, clawing at the slime but barely leaving marks in its gooey surface. Not solid enough... fine then.

"Take it."



The flame flared blue. The claws grew denser and struck again, this time ripping gouges into the Tri-Ooze before dissipating. Ash staggered as the flame dimmed to a gentle orange, trying to ignore the hollowness following his sacrifice of life energy.

"It's almost down! One more hit should do it!"


Rolls

Movement: G1 → D4 (Action)

(BA) Range
Gain 2 Range

Roll Result
2d100 (45 + 19) 212 = 257
Spirit Magic | Special Critical Attack | Ash Vargold | 2192C2


(FA) Redo
Reduce your max HP by 20 to reroll a main action or save. Take the new result.

Roll Result
2d100 (2 + 57) 50 + 50 + 5(Path)+ 107(Power Buff) = 269
Spirit Magic | Special Critical Attack | REDO | Ash Vargold | 2192C2


Tri-Ooze: 207/999 HP | 54/666 SP
Character Sheet
Oversoul Charges: 3/10 OP
 

Tick Tock

❮ Queen Slayer ❯
M
Messages
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Oversoul [3/10]
265 / 265


Vulnerable
+107 Power Buff (x1)
from @Chako
+55 Mod
from Corrupt Exchange


Tock wasn't given the time of the day to properly inspect the glitchy puddle. It was fast, faster than all the other gurgling slimes, and it seemed to not be interested in the taste of wood, but that of metal and machinery as it went zooming (Surfing) towards @MAI instead.

Tick however, felt far more concerned about the absolute flop her ultimate attack turned out to be, jelly of how those walking goos could absorb her magic so well as to not implode out of a sudden, which made it worth experimenting with, yet at the same time-

"Bleh, it didn't EVEN die..."



"Tick, does Tock get to play too?"



The pleas from her twin followed, with a face meant to melt through any resistance Tick could put up as she eyed back at @Magnolia, the 'maid-not maid' they have met in their flowery incursion time ago. Her eyes returned back to Tock, being split between passing the controller over to her sister or to follow her whims and tackle-hug the maid...


"FINE, just don't miss, m'kay? Magic's too valuable to waste"



"Tock never misses when there's a (possibly) pretty girl in danger."



Now with the full control of their figuratively magical wheel, Tock spun on her heel, her left hand bursting with energy as a similar shade of dark-green begun to wrap itself over her chosen villain, The Sludge, forcing the liquid foe up in the air, trapped within a bubble that kept compressing itself around it's unstable form before slamming it back down against the ground. Her right hand followed, casting down hell upon the slime, masses of animancy and dark magic alike repeatedly crushing onto the slime one after the other, making certain not to leave much room for that slime to escape from the pummeling, treated much like a hammer does to a nail.


"Tock saved you from a slimey bath my Lady! Beep boop! Tock requests a reward in the form of one metallic smoochie on the cheek!"





Rolls

Movement: D7 → Act → D4 (Actions)

Roll Result
3d20 (17 + 20 + 18) = 55

FA Corrupt Exchange | Tick Tock | 2129C2

BA Reposition
You may move any one adjacent non-boss unit (and some objects) 1 zone in any direction from their zone.
Target: Tri-Sludge (F6 → G7)

Roll Result
2d100kh1 (94 + 80) 25 + 10 + 55 + 50 + 50 + 107 = 391 x 2.25 = 880

Critical Attack | Tick Tock | 2192C2


Tri-Sludge: 119/999 HP | 0/666 SP
Play Sheet
Oversoul Charges: 3/10 OP
 
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Chanlye
Oversoul [4/10]
260 / 260
Location: B3


The maid's eyes narrowed as the Slime eerily approached her, and even if that was her intention, it seemed like it knew exactly where she was, there was nowhere to hide, after all. It looked too strong to be handled so easily, but at the very least she could keep it distracted and away from those who were most likely more fragile, such as @Chako.

However, @MAI and @Ash Vargold approached quickly, cracking the slime's thick defenses and weakening it enough to give a wide opening for Magnolia to finish the dirty job.

She fiercely re-engaged the combat, charging before the slime could bring its attention back to her, and leaping to plunge with the hidden blade, sinking it deeply to it. The blade actually connected this time, managing to cause a severe wound to its bouncy form and pierce its protection.

"Thanks." Magnolia slipped to the ones that had covered her, and quickly reached to the magia girl, ready to fend off any hostility or danger that approached her. An extra hint of gratitude for her help— on top of giving her a better view of @Tick Tock's powerful strike against the other enemies while she tried to confirm if those twins were exactly who she thought they were.

Rolls


Movement: A1 > B2 > B3

Counter
1d100 (74) + 50 + 50 + 25 + 30 + 10 = 239 on Tri-Ooze
Mitigates 30 damage from @MAI
Guard Arts | Counter | Magnolia | 2192C2

(OS/BA) Guest Removal
1d3 chance to instantly kill most non boss enemies.
1 = Insta Kill
Magnolia

Roll Result
1d3 (2) = 2 (Failed)
Oversoul | Guest Removal | Magnolia


Tri Ooze (HP: -32/999 | SP -66/666)

Character Sheet
 

Pandora*

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Narrator Domains: Shonen-esque Mahou Shoujo, Sci-Fi, Psychological, SRPG, Battle Design
Trials of the Starcalled

Trinity Center


The game of chess continued as Starcalled and Slime alike danced around the map. The slow as molasses movement of the slimes, was accommodated by their numbers. However the players that held enough experience under their belt to know what to do with small, slow things took action.

The punting began.

It was quite a sight. However just as one dissipated in a quivering display of goop, another two had gathered together and one (Pudding) enveloped the other (Jelly). It's size increased and it bubble bobbled menacingly.

Error trembled beside it. Continuing to wander about aimlessly, seeming to be attracted to the evolving slime. Choosing to orbit the newly formed Pudding+.

The trial continues...




Cycle 2 Damage Phase


Ash
Unscathed




Chako
Unscathed




MAI
Unscathed



Tick Tock
Unscathed




Magnolia
Unscathed




Oversoul Growth
@Ash Vargold: Tagged, Direct Damage Dealt (+2 OP)
@Chako : Tagged, Buff Dealt ↑ | Overact Used (-1 OP)
@Tick Tock : Tagged, Direct Damage Dealt (+2 OP)
@MAI: Tagged, Direct Damage Dealt (+2 OP)
@Magnolia: Tagged, Direct Damage Dealt, Kill (+3 OP)


 

Pandora*

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PLAYER SECTION




  • Trials of the Starcalled: Slime
    C3


    Thread Rules

    • Playsheet: Use and link a playsheet. All selections are final once you make your first post.
    • Word Count: 333 words excluding code.
    • Post Speed: Every 24 hours preferred. The thread will be IMMEDIATELY concluded if it drags on too long (over 2 weeks).. Beat the MAINT.
    • 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: No comms.
    • 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: ---

    Code:
    [b][metercolor=0.0]blue[/metercolor][inlinespoiler=Oversoul][0/10][/inlinespoiler][/b]
    [hp=100]100[/hp]
    [status] (This goes directly beneath the HP/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 Charges: X/X OP (remember this only is stored once the damage phase concludes)

  • Cycle 3: Trial Battle

    • Tips: Win.

    Mission: Win.


    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.
    • Objective: Win

  • <<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. They will reflect the version of your character when they register 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:
    • Any Main Action (not BA, Free, etc)), of HP/SP damage dealt, HP Healed, or Buff Applied to any amount of enemies or allies= 1 OP Charge. Usually, checks will not grant OP.
    • If you take damage (not splash or environmental) in the Damage Phase = 1 OP Charge
    • Tag an ally = 1 OP Charge
    • Enemy defeated = 1 OP Charge for kill taker.
    • You only gain 1 OP charge per type of accumulation. So you do not gain 2 OP for using twice and attacking twice in one cycle, etc.
    • Important: All Oversoul is accumulated at the end of the damage phase after enemy attacks are dealt out. So you do not have the points you gain until they are given out by the DM/Narrator at that time. Also, you cannot accumulate or use OP outside of Grid or Event cycles.

    System Details
    • Events without an LFG do not use the Oversoul system as there isn't a place to register your build.
    • Oversoul cannot be used retroactively beyond the mentioned before/after definitions.
    • Whenever a teammate is Killed/KO'ed they lose all Oversoul accumulated. Any unlocked threshold buffs, ailments, etc are canceled immediately.
    • 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), but not repeated (enhance+enhance).
    | 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. They must be in your zone not adjacent or farther.

    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

    (1 Charge) Enhance: +20 Modifier to next roll (checks, attacks, saves, etc). This must be done immediately before taking an action or for half effect (+10), after making the roll you want to enhance.

    (1 Charge) Force: Deal 30 SP damage when you deal damage. Does not work with aoe or splash. This must be done immediately before taking an action or for half effect (+20), after making the roll you want to enhance.

    (2 Charges) 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 cannot cancel the combo's activation and OPs are immediately spent. No one gets refunded and the combo initiator is made vulnerable if a chain is broken by an ally targeting another etc.

    (3 Charges) Overaction:
    Use an additional Bonus Action (you may not double the same BA). This must be done before taking action. This stacks with all other extra BA abilities.

    (3 Charges) 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.

    (4 Charges) Action Swap: Swap any action of your choice in your build to your current build sheet. This can be done anytime on your turn.

    (4 Charges) Fortify: Negates your current Vulnerable state. This also brings Super Vulnerable back to Vulnerable. This must be done immediately after becoming vuln.

    (5 Charges) 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 cannot cancel the combo's activation and OPs are immediately spent. No one gets refunded and the combo initiator is made vulnerable if a chain is broken by an ally targeting another etc.

    (8 Charges) Combination Arts :
    Combine any Attack Actions together with multiple tagged allies (can be the entire team if they are all in range). Giving all involved Advantage and 1.5 Damage Output. Must target the same enemy or enemies if aoe Must be used on the initiator's turn before rolling action. Allies cannot cancel the combo's activation and OPs are immediately spent. If any targeted enemy isn't vulnerable the combo will fail, the initiator will be left super vulnerable and all advantage/damage from then on will revert to normal.


    (9 Charges) Turning Point: Restore your used Armor Ability. Cannot be used if the ability is still available.

    (10 Charges) 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...

    @Fina Drago has altered fate once.

    (10 Charges) OVERSOUL:
    [SEALED]



  • 146.jpg
    Unaffilated | Dissonant Exterminator | Character Sheet
    Ash
    Oversoul 05/10]
    Health [290/290]

    Status
    Buffs
    Debuffs
    Oversoul First Threshold
    Location: D4

    | 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.

    Innate Passives:
    Base abilities Ash has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Dissonant Exterminator:+10 damage for offensive and defensive action attacking Dissonant enemies.
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Sense+: Awareness +15.
    Spirit Blade (Path):: +.5 Spirit Mastery and +10 BREAK damage. ....and more.
    Spirit Coat (Gate): +5 Guard Arts and +5 damage mitigation. ....and more
    Lament of Twilight: When a cycle starts with 3 allies within 1 ring of of Ash's zone, gain +5 defensive roll results and +25 Fortitude and Will. When 2 allies, increase defensive roll result by +5 and Fortitude Will by 10. When one ally, become neutral (no buffs)l. For every turn taken alone, roll a 1d3 and gain +5 offensive roll results and Torment for free regardless of roll.

    If a 2 is rolled become Confused until an ally ends their turn on Ash's zone.
    If Ash rolls a 1: Twilight comes closer.
    T̶̼̓h̴̪͗i̵̬̽s̴̳͝ ̸̘́c̷̰̊o̷̥̐n̶̩̆t̶̩̅i̴͖͝n̸̥͑ú̷̲e̷̗̎s̵͙͝ ̴̪̉ę̷̀v̷̜̽ẻ̴̟r̶͔̐ý̵̳ ̵̮̋t̸͎̓i̴̭͒m̸͍̒ȩ̸̃.̴̳̍

    First Threshold: [ 3/3 ]
    Noble-ish Fencer-ish:

    Free Action
    Swap stances between the following:
    • Parry Stance: 1d3 chance to halve any incoming physical damage (excluding aoe, does not stack with protect.).
    • Shield Stance: 1d3chance to halve any incoming magic damage (excluding aoe, does not stack with protect).
    • Haunting Stance: Deals 25 retaliation damage to all attacks (excluding aoe). 1d3 chance to instant kill broken enemies struck with retail.
    • Charming Stance: 1d3 chance to Charm interested non Boss enemies within 1 ring of Ash ending his turn in this stance
    Deathly Attraction:
    Passive
    For every Enemy that possesses a soul, slain on the map. Gain 1 Spirit Essence (SE) for use with Blade of the Lost and R̷̹͓͆͋È̷̻̳̩D̵̯̼͐̄̌̀ͅA̶̧̗̥̫̽̕͠C̵̱͕̰͙̎̃̎T̶̼̺̻̈́͆́͝E̷̩̓̉̽D̴̩̯͐͑̊̀ͅ.


    Tech Dabbler :
    Passive
    +10 Magitech related Checks.


    Second Threshold: [ 5/6 ]
    Blade of the Lost:
    Bonus Action
    [ 1/9 ]
    Doubles both Spirit Blade and Coat's effects. All Evoke abilities increase in cost by 10 HP however gain all Evoke abilities for free. Gain access to Spirit Essence to be used for the following actions:

    2 SP = Hands of Death: +1 Range and 1d3 chance to instant kill broken enemies.
    3 SP = Vengeful Wraith: Deals 50 Flat HP and BREAK damage to any attacks dealt to Ash or an adjacent ally (includes aoe).
    3 SP = Datastream Cleave: Gain +50 BREAK on Magitech enemies.
    5 SP = Deal with the Dead: Sacrifice your Armor Ability for 10 OP (cannot be recovered and cannot be used if already consumed).



    SEALED


    Oversoul
    • SEALED



    619.jpg
    Explorers League | Untitled | Character Sheet
    Chako
    Oversoul 02/10]
    Health [200/200]

    Status
    Buffs
    Debuffs
    Misc
    Location: B4

    | 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.

    Innate Passives:
    Base abilities Chako has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Sense: Awareness +10.
    Oscillation: Harmonics +10.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.


    First Threshold: [ 2/3 ]
    Water Cat Dance:

    Free Action
    Activate Water Cat Dance and become immobile for as long as it's used. Every cycle from then on, roll a 1d3 and on 2-3 expand the range by 1 ring around Chako (max 3 rings). On a 1, Chako loses her footing and cancels the dance. Resetting growth progress.
    • All support actions are zonal but do not use MR/WR when active. The zone increases by 1 ring every successful Trip! check. Not compatible with Revive.

    Healing Rain:​
    Bonus Action
    At anytime after first success of Water Cat Dance. Convert the dance into Healing Rain and cancel progress.​


    Tempo+:
    Passive
    All allies within Water Cat Dance receive +5 to any Harmonics rolls. Chako gains advantage on any save roll after receiving a Harmonics based support action from an ally.​


    Second Threshold: [ 2/6 ]

    SEALED




    SEALED

    Oversoul

    SEALED





    482.jpg
    Unaffiliated | Untitled | Character Sheet
    Magnolia
    Oversoul 07/10]
    Health [260/260]

    Status
    Buffs
    Debuffs
    Oversoul Second Threshold
    Location: B3

    | 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.

    Innate Passives:
    Base abilities Magnolia has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Edge of Depression: For every 10% HP threshold lost. Gain +1 Crit on any Offensive/Defensive action.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.
    Anti-Cupid: Immunity to charm effects, however relationships grow at half effectiveness with NPC.

    First Threshold: [ 3/3 ]
    Tools of the Trade:

    Bonus Action
    Select an tool. Each option can only be used once per battle.
    • Guest Removal: 1d3 chance to instantly kill most non boss enemies..
    • Clean Up: Removes any artificial zones in within 1ring of zones of Magnolia. They must match Magnolia's mastery set. (Example, Magnolia has Pyromancy so she can remove any Scorching Zones etc). This does not work on zones default to the map.
    • Guide Visitors: +1 Move and -1Move to all allies/enemies within 1 ring of zones of Magnolia..
    • Hospitality: Gain 100 flat damage retail to all attacks within1 ring of Magnolia or a select ally's (in range) zone.
    • Day Off: Grant self +100 Reflex for the next instance of damage.

    Servant of the Land:
    Passive
    Gain +1 OP whenever Magnolia interacts with Lander NPC (tag) during battle.​
    • Every interaction has a 1d3 chance of restoring the Action Gauge for NPC by 1.


    Second Threshold: [ 6/6 ]
    Spotless:
    Bonus Action
    Gain the ability to wipe any Artificial Zones and Fields) from the map for 1 OP.
    Overtime:
    Bonus Action
    Restore all Tools of the Trade once per battle.​



    SEALED


    Oversoul
    • SEALED



    460.jpg
    Magical Institute of Theory | Untitled | Character Sheet
    MAI
    Oversoul 06/10]
    Health [300/300

    Status
    Buffs
    Debuffs
    Oversoul Second Threshold
    Location: B4

    | 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.

    Innate Passives:
    Base abilities MAI has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Magia Commander: All Magia gain +5 to all rolls and +5 damage mitigation when within MAI's zone.
    Material Inheritance: Alchemy support actions used on MAI, grant her access to any non Alter mastery that character possesses on her next turn.
    Dreadbody: Negates 1 stack of most ailments and -5 damage mitigation. However Crit fail rate +1. and Rush/Movement boosting effects are halved.
    CODEX 333: LOCKED

    First Threshold: [ 3/3 ]
    Protocol Select:

    Bonus Action
    Select a protocol and apply the appropriate state. Spend 1 OP to shift protocols mid battle.
    • Cyberangel: Gain Float movement type. Also gain Versatile for free and Save Aura expands to all in MAI's zone.
    • [Command]: Magia Commander expands to 1 ring of zones around MAI. Also gain [Fallen Swarm].
    • Distortion: When passing through or ending their turn within 1 ring of zones around MAI, most enemy movement is -1 and BREAK gauge drops by 25% of MAX (10% of MAX for Bosses).



    Body Modification: Steel Harvest:
    Passive

    For every Magitech enemy defeated (even by allies) while in MAI's zone or adjacent, MAI gains a +2 modifier to all rolls. If it is a new type (not yet added to the Dangers of the World Bestiary), Gain +5 to all rolls. These buffs last for the rest of the thread. 3333 locks


    Second Threshold: [ 6/6 ]
    CODEX ACCESS: Mobile HQ:
    Bonus Action
    Create a Tech Field, and reveal one ???? ability (chosen by DM) for every enemy on the map.

    Initiate Victory:
    Free Action
    All auras can be switched to 100 flat damage to all enemies within the aura instead of the original effect as a Free Action. Tech Field will also reduce the movement of all enemies -1 and deal 10% max BREAK damage, 5% max Break to Bosses (stackable with Distortion).​

    Become Immobile and gain Protect status.

    Ch1m3ra.MAI:
    Bonus Action

    SEALED

    Oversoul
    • SEALED



    318.jpg
    Unaffiliated | Queen Slayer | Character Sheet
    Tick Tock
    Oversoul 05/10]
    Health [133/133]
    Health [133/133]

    Status
    Buffs
    Debuffs
    Oversoul First Threshold
    Location: D4

    | 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.

    Innate Passives:
    Base abilities Tick Tock has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Queen Slayer: +10 before modifiers when attacking Female Bosses and Sub-Bosses.
    Slime Slayer LV1: +10 result before modifiers when attacking Slimes..
    Unlucky Lucky Ducky: 1/2 chance to reflect most Ailments (all stacks) back to the enemy for 10 Flat Damage per stack (this isn't always good). 1/3 chance on certain Bosses.
    Material Inheritance: Alchemy support actions used on Tick Tock, grant them access to any non Alter mastery that character possesses on their next turn.
    Remnant Code: LOCKED


    First Threshold: [ 3/3 ]
    Gemini MARIAnette::
    Apply Separate and divide into two separate units:
    • Current HP is split. One must take MR and the other WR.
    • If within 1 zone of each other. HP damage can be transferred to the other.
    • If HP hits 0 and HP cannot be transferred., both are KO'd/Killed
    • Special Actions (but not Checks) are locked and Move -1 when the duo do not share a zone.
    • The duo split all BA/Free Action's, and Buff's/Heals even if separated. Protects are not.
    • When sharing a zone. Tick Tock can split any damage heal or buff between the pair as they will it.
    • Spend 1 OP every turn or roll any actions at disadvantage.

    Darkplay:
    Free Action
    All Illusion actions have a 1d3 chance of dealing Confusion to most enemies. When a Dark or Spirit main action is taken on an ally or enemy, gain 1 Spirit Essence, if a broken enemy or ally below 50% HP, gain 2. Choose either to imbue the Spirit Essence into Tick Tock or perform New World Fool.

    Spirit Box: 1/10

    • Every 1 stack of Spirit Essence grants a flat damage mod of 10 to all Offensive actions. Total modifier is doubled when Tick Tock are together.
    • A stack of Spirit Essence can be consumed via a BA to recover 1d100 HP (always split between the duo).
    • At 5 all aoe attacks become Perfected AoE (choose damage division rather than halving), or Offensive actions become zonal if the duo are together.

    Second Threshold: [ 5/6 ]
    New World Fool:
    Bonus Action
    Depending on the accumulated Spirit Essence and whether Tick Tock or together or separated. Gain access to the following:

    Tick Tock Plays the World: Consume all SE to recover 1d100 HP and while separated to gain one Mastery, Standard Action, BA,, and Free Action from any one Ally or most Enemies that SE was accumulated from. At max Oversoul regenerate 100 HP without rolling.

    The World Plays for Tick Tock: Consume all SE to generate 1d3 Phantom Mimics. They can be allocated any Mastery, Standard Action, BA, and Free Action from any Ally or most Enemies that SE was accumulated from. All creations have 100 HP and use Tick Tocks stats (without buffs) 1-1. Tick Tock becomes immobile and vulnerable while in use. At max Oversoul always 3 roll result.



    Dark Field:
    Bonus Action
    Create a Dark Field..



    SEALED

    Oversoul
    • SEALED


 

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
BATTLE SECTION




SPECIAL NOTE ABOUT BREAK:
I will be allowing full damage output even when break bar is full. How I calculate this is as follows.

BREAK FULL = All attacks deal normal HP damage and half of that as SP damage. If you use a Damage Type that is correct for the enemy you get to deal full HP and SP damage. Dont worry about the stars atm they are just there...

BREAK 0 (BROKEN) = Enemy is vuln and you get ONE INSTANCE to deal the big damage. Then its gone and the enemy will recover SP when they get their turn.

PS: As before, Break will weaken or remove certain enemy abilities. Keep an eye out. Sometimes ability control is more important than that 2x damage.


Battle Map


O7yiq06.png



< Victory Condition: Defeat All Enemies >

Map Details

Trinity Center: Simulation Chamber
((Area)
Safety mechanisms are in place. Death is impossible here. However the UI is also unavailable.




★★

Tri-Slime


BREAK [TRI
❰ 504 / 666 ❱
❰ 359 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victim's shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Physical Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits a toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Slimes fuse, become Tri-Giga Slime.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: B6



★★

Tri-Sludge


BREAK [TRI
❰ 222 / 666 ❱
❰ 119 / 999 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn. If Slime is not defeated on the following cycle. It form shifts to match its victims shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Construct Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected.

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: F6



★★

Tri-Pudding+


BREAK [TRI
❰ 1332 / 1332 ❱
❰ 1387 / 1998 ❱

At 0 SP this enemy becomes Vulnerable.
Form Devourer:
Main Action | SP=222 Cancel!*
1d100 to a single target. On rolls over 50 encases the victim inside self, dealing 50 True Damage every turn.
If Slime is not defeated on the following cycle. It form shifts to match its victims shape and gains their combat traits.


Planar Gooooey:
Passive | SP=0 Cancel!

The 'simple' slime laughs at your meager feats of strength.
  • As long as BREAK gauge exists, Outer Type HP damage is nullified, AND roll results under 50 (on any die) cut your total damage in half. Burst type attacks are halved by default. Flat damage is not effected

Planar Waste:
Passive

Emits an toxic aura.
  • Creates a Planar Waste zone wherever the Tri-Slime travels or stays.
  • When defeated, 1d3 chance of converting all adjacent zones to Planar Waste.

Giga Fusion:
Free Action
Fuse with all other Tri-Slimes in the same or adjacent zone. Combining the HP and BREAKs of both and maxing out BREAK meter. If 3+ Tri-Oozes fuse, become Tri-Giga Ooze.



Tri-Act Limited
Bonus Action | SP=333 Cancel!

1d3 chance of taking three actions in a row (3).


Extra:.
  • SP Recovery: 222 every turn.
  • Taunt; 200
  • AI: Simple
  • Movement: 1 (Liquid)
  • Location: F3


★★

-ERROR-


BREAK [ALL
❰ 0 / 666 ❱
❰ 9 / 999 ❱

At 0 SP this enemy becomes Vulnerable.

-ERROR-:
Passive

Emits an toxic aura from the the waste of existence that rival's Dissonance in terror. WARNING extreme waste incoming!
  • When defeated, converts all zones to Planar Waste and grants .3 OP to the entire party.

Extra:.
  • SP Recovery: 0
  • Taunt; 9999
  • AI: Simple
  • Movement: 2 (Liquid)
  • Location: E3



 

Chako

❮ Lyrical ❯
B
NG+
Messages
364
Gold
700
Mastery
275
Valor
3
Event
0
Special
0
AliceShiki
Oversoul [1/10]
200 / 200

Vulnerable
Surge Used



Chako did not stop trembling even as the first slime died, and two of them merged... Chako knew she needed to do something. Chako knew she needed to help.

But her legs weren't listening. She didn't stop trembling, she was just unable to get up... H-how was I supposed to move my legs again!?

Chako looked to the side. She saw the giant wolfman still next to her... No good. Him being near just made it worse... Someone else. Someone else. I need someone else.

Her eyes landed on the twins that called the giant wolfman their dad. Words came out of her mouth almost instinctively, "P-p-p-please help your little sister out!" Chako reached out for the nearest twin, held her hand, and pulled herself up... Okay, I can somewhat stand by relying on her... I can do this. I can do this.

Chako then put one of her hands on the girl's waist and started dancing. A simple waltz. She was unable to do anything else. It was just gonna have to be enough.

That usual yellow light started flowing from Chako. Landing on the twins, on the giant wolfman, and on the girl that congratulated the giant wolfman on getting a new daughter... Somehow she ended up missing the maid again, but there was no time to worry about that.

Chako took a step back once the dance finished... She was barely able to stand, but... Hopefully this was enough, "D-don't hold back! Lil sis is counting on you!" She tried smiling, but it was pretty obvious that the smile was forced.

Rolls

Movement: D4 (Actions)

Enhance (+20 to Power Buff)

AoE Power Buff
2d100 (69 + 86) + [75] + 25 + 25 + 50 + 25 + 20 + 10 = 385 / 3
+129 extra damage to 3 targets for 1 attack
You are Vulnerable.

AoE | Harmonic Magic | Chako | Slime Trial
Power Buff: @Tick Tock @Ash Vargold @MAI


Character Sheet
Oversoul Charges: 1/10
 
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