Complete Side Story Trinity Challenge Tier 2: Trials of the Starcalled

Pandora*

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Trials of the Starcalled

Trinity Center



Tri-Emblems x3 Consumed


A group of players had gathered with Tr-Emblems flashing in their inventory. According to the Trinity Quests injected straight into the UI. The party knew what this would mean.

A new tier of Trinity's strange little side quest had been unlocked. Much like how she acted in general, nothing about Trinity Quests fit with anything else in Arcia. They mimicked more generic VRMMO's with the random alerts, completeness stamps and the like.

No hyperrealistic NPC or naturally flowing event that just happens to crash into the Starcalled's base of Astorea. Everything about these werescripted, and this was no different.


The Trinity Center welcomes the Favored Players for Trinity Challenge Tier 2!

The words flash overhead as the party exits the transporter (something unseen outside of powerful magics in Arcia). As usual. It became a straight up Phantasy Far type of game upon arrival. Azure themed lobby and sparkling stars in the distance.

As always, the group would be guided to the Simulation Chamber.

The UIs vanished entirely leaving you only less naked than the time Szofrit pierced the avatar's veil herself. Unlike that time. There was a more comforting if abit unsettling sense of safety here.

Trinity, first as holographic see-through form that then became physical when she came to a stop and waved at the party. For some more battle hardened types, a fight like this would be so immersion breaking that they would just leave.

Luckily, there were some fun loving youths here to keep everyone in the mood!

"Hello! Konnichiwa! Bonjour! It's Trinity your Mascot Girl here to tell you it's time to see if you have the chops for future adventures! Don't hold back kay? "


Loosening up, her body began to sway as if to a beat no one but she could hear. All around her, various screens flashed with the usual notes about safeguards being activated.

She spoke again. More to herself than to the party. The more she spoke the less could actually be heard, as if her voice started to fade out even though her lips were visibly moving.

"Limiter raised to Level 2! T-Sphere energy consumed! Questline 432754816945! Begin the Trial of the Starcalled!"


The battle had begun...





TRIALS OF THE STARCALLED II: TRINITY





 

Pandora*

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PLAYER SECTION




  • Trinity Challenge 2
    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: Trinity

    • 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]



  • ]
    D5IeP6p.png
    Explorers League | Untitled | Character Sheet
    Doggo
    Oversoul 03/10]
    Health [---]

    Status
    Players! Give it your all!
    Debuffs
    Oversoul First Threshold
    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 Little Doggo has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Sense+: Awareness +15.
    Beastly Heat: All beastfolk in the same zone as Little Doggo remove 1 stack of Freeze every cycle.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.

    First Threshold: [ 3/3 ]
    Reckless Valiance!:

    Free Action
    Roll 1d2 before any roll. Gain advantage on 2 and disadvantage on 1.


    Doggo's Odyssey:
    Passive
    Take the following Quests and gain benefits as they are completed.
    • Slay the Monster!: Defeat a enemy and gain DOGGOD.
    • Protect Friends!: Protect an ally that takes damage and gain Elysium Gambit.
    • Support Friends!: Support an ally Shining Hope EX
    • Save the Day!: Perform a carry on an ally. Gain Over-Tempo.
    • LITTLE HERO: Accomplish all Quests and gain 10 Oversoul.

    Second Threshold: [ 3/6 ]
    Youth Brigade:
    Passive
    +2 to all rolls for every Character under 21 on the map. If all allies are under 21, gain +3 per for all rolls



    SEALED


    Oversoul
    • SEALED



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

    Status
    Players! Give it your all!
    Debuffs
    Oversoul First Threshold
    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
    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





    CWn5s5z.png
    Adventurers Guild | Untitled | Character Sheet
    Dynamax
    Oversoul 03/10]
    Health [---]

    Status
    Players! Give it your all!
    Debuffs
    Oversoul First Threshold
    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 Dynamax has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Wilderness Survival: On Nature zones gain 5 HP regen every turn.
    Weapon Regeneration: (Immune to most Weapon Break debuffs.
    Wild Heart: +10 to all offensive actions +1. For every enemy killed when this action is activated:
    • Gain 1 stack of Wild (F).
    • At 3 stacks gain Berserk: Uncontrolled passive.

    First Threshold: [ 3/3 ]
    Dynamonke Might:

    Passive
    For every offensive or defensive action performed. gain +2 to that action types rolls. caps at +20. Also gain the following benefits:

    1 Offensive: Gain +10 Break damage.
    2 Offensive: Gain +10 Break Damage.
    3 Offensive: Gain +10 Break Damage and advantage on Sharp/Reckless pair.
    4 Offensive: Gain Duelist for free

    1 Defensive: Gain +2 damage mitigation.
    2 Defensive: Gain +2 damage mitigation.
    3 Defensive: Gain +2 damage mitigation and advantage on Counter/Ultra Counter
    4 Defensive: Gain Shield for free


    Second Threshold: [ 3/6 ]
    Rascal Force:
    Passive
    +2 to all rolls for every ally under 21 in or adjacent to Dynamax's zone. Gain half cost Chain/Unite/Combination Arts if over 3 allies.



    SEALED

    Oversoul
    • SEALED



    HEyobql.png
    Unaffiliated | Untitled | Character Sheet
    Eva
    Oversoul 03/10]
    Health [---

    Status
    Players! Give it your all!
    Debuffs
    Oversoul First Threshold
    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 Eva has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Specialized Item: +1 range and +25 on checks when using Alchemy.


    First Threshold: [ 3/3 ]
    Chrono Tactics:

    Free Action
    Activate Temporal Displacer and gain advantage on all actions vs Simple enemies. Roll a 1d-Summon MR and place a Time Gate. Time Gates last until the end of the battle.
    • Gate Jump: Gain Warp movement type and immediately move to any Time Gate zone.
    • Predict&Resolve: Deactivates a single enemy's BA, Free action or Passive ability chosen by Eva. Does not effect Bosses or certain enemy types.


    Timed Execution:
    Bonus Action

    Become immobile and vulnerable. Place a Execution Mark on a enemy in range or within 1 ring of any Time Gate.. On the following turn, deal 1.5x Break damage with Eva's offensive action or 2x if vs the correct damage type. If the enemy is broken, increase Crit chance by 25. Eva may attack this enemy regardless of distance as long as they are within 1 ring of a Time Gate. Execution Marks last until the target is exterminated or the mark is canceled (thus ending immobile and vulnerable).
    • Consume a BA to perform Strategic Reposition and move one zone in any direction.


    Second Threshold: [ 3/6 ]
    Codename: ZMEYA:

    SEALED




    SEALED

    Oversoul
    • SEALED



    qFN0mSv.png
    Lions Pride | Friend of Yladia | Character Sheet
    Vina
    Oversoul 02/10]
    Health [---]

    Status
    Players! Give it your all!
    Debuffs
    Oversoul First Threshold
    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 Vina has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Friend of Yladia: +5 Wisdom | Unlimited Presence advantage with Yladian NPC.
    (Passive) Sense+: Awareness +15.
    Oscillation: Harmonics +10.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.


    First Threshold: [ 2/3 ]
    Nature's Harmonies:
    Passive

    Can swap Harmonics, Nature Magic, and Beast Arts for each other for any support or defensive action. Also use gain the following:
    • Nature's Flow: All support actions are advantage used on allies standing in nature zones.
    • Nature's Gift: When using Infuse, you can add a Cleanse effect without them being equipped.
    • Nature's Song: When in nature zones ,Harmonics actions become zonal .
    • (1 OP | BA) Nature's Ally: Use to summon an ally to any nature zone within range. The summon can act as a 30 HP shield to any ally within 1 ring of zones of the summon location and is dismissed when slain.
    Gust Manipulation:
    Free/Bonus Action
    Move any one ally within range 1 zone in any direction. Certain enemies and obstacles can also be targeted. You may use this as a BA to give the target Float movement type for 1 turn.​


    Second Threshold: [ 2/6 ]
    Nature Field
    :
    Bonus Action
    Create a Nature Field..

    Clear Skies:
    Bonus Action
    Roll 1d3 and on 2 or 3 clear most Rain type of effects on the map.



    SEALED

    Oversoul
    • SEALED



    8FB0rRg.png
    Unaffiliated | Untitled | Character Sheet
    Lily
    Oversoul 03/10]
    Health [---]

    Status
    Players! Give it your all!
    Debuffs
    Oversoul First Threshold
    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 Lily has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1


    First Threshold: [ 3/3 ]
    Azure Waterscape::

    Passive
    Can use Hydromancy for any action type (Offensive/Defensive/Support). Also gain use of the following:
    • The Sea's Embrace: All actions are advantage on Hydro Zones.
    • (1 OP | BA) Nymphs of Azure:: Roll 1d3 to summon Water Mimics. Each mimic can hold one standard action (offensive/defensive/support) that Lily is carrying and can transfer most buffs or debuffs from Lily to an ally or enemy when using a action on them. Water mimics have a move of 2 normally and have built in Maneuver vs Hydro Zones. Mimic use's Lily's Hydromancy MR if she is on a Hydro Zone (no modifiers if not) and are instantly dismissed when hit by any enemy ability.
    • High Tide: All Hydromancy actions are zonal when standing on a Hydro Zone.
    • Water's Way: Gain movement type Aquatic and Ignore movement penalties from water based sources (Hydro Zones etc).
    • Water of Life: Regenerate Hydromancy MR in HP every turn spent in Hydro Zones.


    Second Threshold: [ 3/6 ]

    SEALED




    SEALED

    Oversoul
    • SEALED


 
Last edited:

Pandora*

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BATTLE SECTION




[Initiative!: Players! Give it your all! Used!]






《 Terrasphere Mascot 》
Trinity



BREAK [TRI
❰ 999 / 999 ❱
Oversoul

❰ 3333 / 3333 ❱

Simple | Normal | Intelligent | Genius​

ACTIONS


Actions

Trinity Strike:
Main Action

Trio of slaps.
  • 3d33 on a single target.
  • Range: 1
  • Save Difficulty: Fortitude/Reflex JRPG
  • (OP=1) Enhance: Save Difficulty Up JRPG -> Wild


Turn the Wheel:
Main Action

The wheel of hair is turning!
  • 3d33 on all in the targeted zone. The dice can be divided between different zones within Trinity's remaining movement.
  • inflicts 3 stacks of Hitstun on all involved targets.
  • Range:1 - Remaining Movement
  • Save Difficulty: Fortitude JRPG
  • (OP=1) Scatter: Displaces all targets.to adjacent zones.


Tri-Burst:
Main Action

Bang bang bang! Bangbangbangbangbangbangbang.... it goes on.
  • 33d3 on any target within range. The total damage can be divided between targets freely.
  • inflicts 1 stacks of Hitstun on all involved targets.
  • Range: 3
  • Save Difficulty: Reflex/Will Visual Novel
  • (OP=1) Stunlock: Immobilize and seal special actions of all targets in one of the targeted zones.

Time-Out:
Main Action
Pyramid that contains the 'Out of Bounds'. Always stay in the play zone favored players, kay?!
  • Seals one target causing immobility and inability to target anything besides self or the seal. Seal causes 99 True Damage to the victim in every damage phase and they cannot be healed or buffed. The seal can only be damaged by BREAK reaching 0
  • If only trapped characters remain on the map. The battle is lost..
  • Increased likeliness of use as HP drops.
  • Range: 99
OOB Pyramid: HP: 1 | BREAK: 333


DANGER!DANGER!DANGER!:
Main Action
Places a Danger! mark on 3 different zones. Anyone within those zones on the next damage phase takes 3d100 True Damage.
  • Range: 99

OVERSOUL: Tri-Beam:
Ultimate Action
Azure streams falling!. A silent voice activates the biggest laser kay?
  • 3d333, each die on a different random zone of the map.
  • Range: 99
  • Consumes 10 Oversoul. Counts as a Main action.
  • Save Difficulty: Reflex/Will Suffering




| Bonus/Free Actions

Rule of 3:
Bonus Action

Sets damage to 33, 111, or 333 True Damage. Cannot be set unless the possible max damage of the paired action is higher than the selection.
  • Increased chance of use if Rule of 3 can bring target's HP to 0 before mitigation and save rolls.

Players! Give It Your All!:
Initiative/Free Action

Buffs all player's saves by 50, Oversoul by 1, and Crit chance by 3 until the next damage phase.
  • Only uses on Cycle 1 and any cycle thereafter where a player is KO'd.


Particle Control:
Bonus Action

Controls particles of light for attack and defense.
  • Adds 3+3 Flat Damage to each die roll per Oversoul accumulated. 1 stack of Hitstun per 3 stacks of Oversoul.
  • (OP=1) Enhance: 3+6 Flat Damage to each die roll per Oversoul accumulated. 1 stack of Hitstun per 3 stacks of Oversoul.
.


Rule Change!:
Bonus Action

Alters system mechanics by a 1d3. Changes do not dupe, dice decrease with each set change that cycle.
  • Rule Change! Type Banned: Deactivates 1 action from all enemies for the current cycle.
  • Rule Change! Type Linearity: Limits all player's movement to straight lines (no diagonals) for the current cycle.
  • Rule Change! Type Fair: (SP above 0) Negate all critical rolls from enemies for the current cycle.



| Passives


Tri-Act:
Passive
Overclocking actions beyond limits.
  • Takes three actions (including BAs and Free Actions) every turn.


Mascot:
Passive
Face of the System.
  • Cannot inflict death, only knockouts. Does not enter any form of Enraged status


Hyper Armor:
Psasive | | SP=0 Cancel!

Unflinching.
  • Cannot be moved by any actions. Critical attacks cannot be triggered.


System Limiter:
Passive

World Limit:Intact
  • Nat 1s and Nat 100s special effects are negated (crits, special events etc).

Level Up!:
Passive

Yay for kills, kay!?
  • Restores all BREAK, increases damage dealt, and reduces damage taken by 10% (vs results) for every player KO'd. Takes effect immediately upon achievement.

Adaption 3:
Psasive | | SP=0 Cancel!

Adapt to repetitive forms of attack.
  • Takes half damage when attacked with any 3 actions used prior.
Examples
Burst > Burst (damage halved) > Burst (damage halved again)
Stable > Burst > Stable (damage halved)
Stable > Burst > Multi
Character A Wild > Character B Wild (damage halved)
Character A Wild > Character B Critical



W O O T:
Passive
Oversoul maxes in the cycle 3 damage phase before taking any action regardless of its state.



| Extra
Extra:.
  • SP Recovery: 333 at 0 | 999 at Max Oversoul
  • Taunt; 333 Action1 - 666 Action 2 - 999 action 3 (Must be within range to get targeted or closest available will be chosen by default.)
  • Movement: 3 (Rover)
  • Location: D2




Battle Map


CC0Prf8.png



< Starcalled may start in any row 6-7 zone. Victory Condition: Defeat Trinity >

Map Details

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




 

Chako

❮ Lyrical ❯
B
NG+
Messages
364
Gold
700
Mastery
275
Valor
3
Event
0
Special
0
AliceShiki
Oversoul [3/10]
300 / 300

Vulnerable


Chako... Wasn't quite sure how she got here again. Did she really take the same path? She was a bit lost.

And the people here... She didn't know anybody here. She must be the only one of the last group to accidentally come twice to this place... And apparently they're facing Trinity now!? Why!? How!? And why am I feeling stronger now that Trinity entered her battle stance!?

Chako didn't get any of it... And she was extra confused when she saw a particularly small dog-girl ( @Little Doggo )... Like, way way too tiny. Almost as tiny as the piepixieclone people she met the other day... She would be sure this girl was a Lander if they were meeting outside of this strange place.

Well, no use worrying about it... "Uhn... Do your best too, Trinity?" Chako didn't know what else to say, so...

Okay... Let's start with something easy... Chako slowly moved herself forward, copying a ceremonial dance she saw on metube. Slow rhythmic steps, as water started coming out of her hands as she moved. The water gently embracing and empowering the allies near her.

Alright... Don't stop. Don't stop. Let's keep on dancing without missing a single step today!

Rolls

Movement: Spawn D6 (actions) → D4 (Water Cat Dance)

FA - Imbue: @Dynamax now attacks with Harmonics.

BA - Haste: +1 Movement to @Little Doggo @Eva @Lily

AoE Power Buff
2d100 (89 + 86) + 25 + 25 + 50 + 25 + 10 = 310 / 3
+104 extra damage to 3 targets for 1 attack
You are Vulnerable.

AoE | Harmonic Magic | Chako | Trinity
Power Buff: @Dynamax @Little Doggo @Eva


Character Sheet
Oversoul Charges: 3/10 OP
 
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Messages
173
Gold
0
Mastery
0
Valor
0
Event
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Special
0
310 / 310
Oversoul [4/10]
 Explorer's League (Golden Whistle)

 ​

+104 Power Buff from @Chako
+1 Movement
from @Chako's Haste



"You too, Trinityyyy!"



And with that, her eyes returned back to Doggo, radiating Oversmugness too strong to be born anywhere else but the trinity center, following wherever she stares, which right now means on @Dynamax.


"See? Tutorials always give loot. We'll definitely get something to show off. Jade's gonna be real jealous!"



A hand reached to her backpack, holding onto the handle of her common and completely mundane iron sword, taking it off from the strap that held it on place, lowering her stance as she prepared to go after Trinity like... Like one goes after a tri-shaped bone!


"Woah... That's a two-tails cat using water magic..? And she's small too..?"



A moment of thought, and then her eyes lit themselves up as she stared back at Max, in the kind of way that reads 'Not taking a no for an answer but you can try'


"Are you thinking..."



"What I'm thinking?!"



Doggo then cleared her throat, giving a more reserved glance back to @Chako. Sure sure, she's small, is a cat that isn't afraid of water, and can dance, which is all awfully similar qualities to Jiejie's. But they were a squad for a reason, THE squad. They needed the best of the best.


"Lets talk membership with her -after- the tutorial is over. She looks like a cool healer, we could use one in the squad! I bet Omega attacks a lot of times at once in her Phase 3, so we gonna need some BIG heals..."


They had to prepare for the Final Boss. However, her thoughts snapped back to the reality of her journey: They are still in the TUTORIAL BOSS.

Oh welp. Better deal with the easiest fight first!

With the help from the dancing catto, LIL' Doggo took the initiative and grasped onto Max's hand, electro-sparks dashing around their hands and shoes and then.


🐶NNNNNNNNNYYYYYYOOOOOOOOM🐒


The duo go fast fast, fast enough to reach Trinity in but a few moments! Like a cheap bullet train except without all the flaws that thoese hyper inventions and loops get, and once the distance had been closed enough for them to be within Bonking range, DOGGO would do what heroes have been doing for centuries and has only been met with maximum results:



❰ BONK! ❱



Rolls

Movement: D6 → D3 > Act (Actions)

FA: Reckless Valiance!
Roll Result

1d2 (2) = 2

Reckless Valiance! | LITTLE DOGGO | 2138C1

FA: Combo (@Dynamax)
Whenever an ally within range performs an attack action, either you or your ally may use a 25 damage modifier in either of your post (which must narratively feature both). If one combo partner crits, this value scales with the crit.


BA: Carry
Target: @Dynamax
Location: D3

Roll Result

1d100kh (73 / 86) 229 = 315

Sharp Attack | LITTLE DOGGO | 2138C1

Roll Result
1d100 (79) = 79

Extra d100


Trinity: 2939/3333 HP | 605/999 SP (repeat for every enemy attacked)
Play Sheet (Signature Mastery: Holy Magic)
Oversoul Charges: 3/10 OP
 
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Vina Skysong

❮ Lyrical ❯
B
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Messages
572
Gold
6,030
Mastery
4,440
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36
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Wolfy
Oversoul [2/10]
305 / 305

Location: E4
Vulnerable
+15 HP
from Regeneration (@Vina Skysong)
+1 Movement from Haste (@Vina Skysong)
+50 to Saves from Players! Give it your all! (Trinity)


This was the first time that Vina visited the Trinity Center, and it was a bit of a strange experience. It was... a bit jarring, the way it contrasted with the rest of Terrasphere. Almost as if it wasn't really part of the world, or the same reality.

However, Vina wasn't here to question such things. Heading for the Simulation Chamber together with the other participants she smiled at each of them, her tail swishing as she spotted @Lily among them.

Hey there~ First time here as well?


It wasn't like this place was commonly accessed, after all.

The disappearance of the UI was also a bit strange, but Vina was more excited to see Trinity in person, tilting her head in curiosity as the mascot quickly introduced herself and explained that this was essentially a test for all of them. Once the introduction finished the silver-white vixen nodded.

We'll do our best then~!


A simple test without any complications or real dangers was perfectly up Vina's alley. Humming softly to herself she gave her allies another look, holding up her flute as her vulpine ears twitched.

I'll focus on healing and buffing, so you all can focus on attacking~


Not that she was the only support here: the twin-tailed cat had already taken the lead with her own performance.

Bringing her flute to her lips Vina began to play, the gentle sound matching the rhythm of @Chako's steps as the druidess slowly moved forward and a bit to the right. For now she kept it simple, her song encouraging her allies to step forward and engage Terrasphere's Mascot.

But she did have a little extra in mind for Lily: once the maiden of the lake began to use her magic Vina's melody would match the water's flow, creating an empowering resonance for the hydromancer.

Rolls

Movement: D6 (Power Buff/Haste/Imbue) → E5 → E4


(P) Regeneration
+15 HP
to self
Mend | Vina Skysong | 2138C1

(FA) Imbue
Add 1 mastery type to 1 target's attacks
Harmonic Magic | Vina Skysong | 2138C1

(FA) Infuse
+25 HP
divided between up to 4 allies
Mend | Vina Skysong | 2138C1

(BA) Haste
+1 Movement to 3 targets

Harmonic Magic | Vina Skysong | 2138C1

(MA) Power Buff
2d100 (28 + 21) + 50 + 50 + 25 + 10 = 184 / 3
+62 extra damage to 1 target for 3 attacks
You are Vulnerable.
Harmonic Magic | Vina Skysong | 2138C1

Buffing @Lily for +62 damage [Charge: 3].
Hasting @Chako for +1 Movement.
Hasting @Dynamax for +1 Movement.
Hasting @Vina Skysong for +1 Movement.
Healing @Chako for +5 HP.
Healing @Dynamax for +10 HP.
Healing @Lily for +10 HP.
Healing @Vina Skysong for +15 HP.
Imbuing @Lily with Harmonic Magic.


Character Sheet
Oversoul Charges: 2/10 OP
 
Messages
109
Gold
0
Mastery
0
Valor
0
Event
0
Special
0
Oversoul [3/10]
310 / 310

Location: D3
Vulnerable
Protected (@Lily)
Charge: 25/75
Buffed: 104 (@Chako)
Hasted: +1 Movement (@Vina Skysong)

Healed by +10 HP (@Vina Skysong)
Imbued: Harmonics (@Chako)


Max listened to everything attentively, turning to @Little Doggo and huffing determined. "Hell yeah you were right. That loot will be ours! Always roll NEED." He said, paying no attention to the two-tailed cat until his companion pointed her out.

He crossed his arms, looking at Doggo and then back at @Chako with a squint. "Isn't two enough? Three people to feed loot will be a hassle..." He frowned... Until the whole water dance thing made him feel... Empowered? What the hell was that? He felt that music, that water... That everything! It made his sword shake, just like when Jade sprinkle sparkled her Gem Powder on his weapons.

"........... Okay, MAYBE— WAIT WHAT THE HELL?!"

He couldn't even react before he was suddenly pulled and dragged, like a stick in a dog's mouth. "HEY, I KNOW HOW TO RUN!" He scowled, with his legs rapidly flailing to try to keep the pace— "Hmph!"

When they were close enough, he leaped over Doggo right after her attack, swinging down his sword that brimmed with the dancy water spiraling around the blade that went down for a slash.

🐒SLAAAAAAAAAAAAAAAAAAAASH🐶

The cut went down, clashing against the Mascot's frame. It was far from the necessary to bring her down, but it was enough to give an opening to @Lily, that had a creature rushing to protect him, while @Vina Skysong sprinkled a healing on him.

"The hell—?!" Max huffed, puffing his chest and gripping his weapon harder. "THAT'S A LOT OF SUPPORTS IN THIS PARTY, THIS IS HEAVEN!" His eyes sparkled, so many buffs, so many heals, he felt invincible! Maybe inviting one of them wasn't a bad idea.

Rolls


Movement: Spawn at D6 > Carried to D3 (@Little Doggo)

(FA) Combo

+40 damage to Special Actions (@Little Doggo)
Weapon Arts | Dynamax

Special Reckless Attack
25[MR]+50[WR]+25[Passive]+104[Buff]+40[Combo]+10[OS]
Converting 240 out of 254 bonus on 6d100 dice
1d200 + 8d100 (148 + 47 + 4 + 42 + 37 + 29 + 79 + 73 + 47) + 14 = 520 damage on Trinity
Special Reckless Attack (Part 2) | Speed Technique (Harmony Imbued) | Dynamax


Trinity: 2444/3333 HP | 110/999 SP
Build Sheet (Signature Mastery: Speed Weapons)
Oversoul Charges: 3/10 OP
 
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Eva

Magia
H
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Messages
147
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0
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12
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Oversoul [3/10]
300 / 300
+104 buff from @Chako
+1 Movement from @Chako



*Teleports behind Trinity*

"Nothing personnel kid."

Bang.

Rolls

[movement]D6 > Warp > D1[/movement]
Roll Result
1d100 (3) + 10 (Sneak) + 50 (WR) + 25 (MR) + 104 (Buff) + 25 (Damage) + 30 (Sharpshooter) = 247
247 damage
Eva | Sneak Attack | TrinityC1

Sharpshooter (BA)
+30 Damage

Damage (FA)
+25 Damage

Chrono Tactics (FA)
Create Time Gate at D1 and D7

Coordinate (FA)
@Eva and @Dynamax gains +25 to Rolls

Recall
Mark @Dynamax



Trinity: 2172/3333 HP | 0/999 SP
Build Sheet (Signature Mastery: Chronomancy)
Oversoul Charges: 3/10 OP
 

Lily

E
Messages
182
Gold
0
Mastery
0
Valor
2
Event
0
Special
0
OOC
BlancBlack
Oversoul [3/10]
300 / 300



Status
‎‎ ‎ Players! Give it your all!
‎‎ ‎ Hasted (by @Chako)
‎‎ ‎ Imbued (by @Vina Skysong)
‎‎ ‎ Buffed (2/3 by @Vina Skysong)
‎‎ ‎ Vulnerable (Special Multi Attack)
‎‎ ‎ Protected (by All Legs)

Wet Dog

LILY-MIMIC3.png

C3 → D3
Protect
@Little Doggo

Sprout

LILY-MIMIC2.png

C3 → E3
Protect
@Dynamax

All legs

LILY-MIMIC1.png

C3
Protect
@Lily


When did she swim here? And where was here anyhow? Bah, it hardly mattered... anywhere was a good where in her waterlogged book.

Looking over at @Vina Skysong, the girl simply nodded before eyeing up the artificial arena that was constructed around them, as well as the presumed mascot that was cheery to a fault. And their opponent, for some reason. At least Lily put up a hand in the most unenthusiastic cheer imaginable along with Trinity. Everyone else got to action rather quickly, but frankly, the water elf didn't even know how to properly fight in this world.

Slowly sneaking around all the action, she approached from the side and looked at all the little peoples bonking the poor and almost powerless mascot around. So far it was a pretty one-sided slaughter... was this some kind of tutorial for the game that she missed the first time around? Well, better to do something she already knew how to do. A few puddles formed around her and slowly started taking on the shape of... something. One had far too many limbs, one was floating but remained tiny, one was lanky... well, they all started a life of their own and dispersed.

@Little Doggo was covered by a loose and dripping coat of water-fur. A dog to a god, or another dog. @Dynamax was accompanied by a floating sprout, almost as tall as himself, but floating and crying tears that would distract even the most focused on mascots. And... one remained by Lily's side to protect her? Good enough.

That went well, so why not try out something new as well? A flower-shaped cage of water rose around Trinity, growing from a tiny tearful seedling left behind by the Sprout. It shimmered and twisted.

LILY-SA1.png


《 Water Lily • Embrace 》

In a single swift motion, the flower closed with a crushing force, surprising even Lily herself at how much power she managed to generate. Water was still water with its destructive potential, it seemed.

Rolls

Movement: D6 (Start) → D5 → D4 → C3 (Actions)

Coordinate (Free action)
(D) Free Action. 1 target gains a +25 (S) flat bonus to attack, heal, or buff actions this cycle.
Target: Self

Nymphs of Azure (Oversoul / Bonus action)
Roll Result
1d3 (3) = 3
Nymphs of Azure | Lily | 2138C1
3 Mimics created

Roll Result (Main Action)
2d100 (46 + 92) 162 = 300 * 2 (Crit) = 600 + 25 = 625
Special Multi Attack | Imbued - Harmonic | Lily | 2138C1

Roll Result
1d100 (21) = 21
Protect | Hydromancy | Mimic 1 (Lily) | 2138C1

Roll Result
1d100 (48) = 48
Protect | Hydromancy | Mimic 2 (Lily) | 2138C1

Roll Result
1d100 (21) = 21
Protect | Hydromancy | Mimic 3 (Lily) | 2138C1


Trinity: 1 547 / 3 333 HP | 000 / 999 SP
Character Sheet
Oversoul Charges: 3 / 10 OP
 

Pandora*

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

Trinity Center



"Uhn... Do your best too, Trinity?"


"You too, Trinityyyy!"


"Going all the way with it, yay! That's the way kay?! Terrasphere is the place where dreams come true, for the young and old!"


🐒SLAAAAAAAAAAAAAAAAAAAASH🐶



🐶NNNNNNNNNYYYYYYOOOOOOOOM🐒


The small beastfolk bonked and slashed as sparkles of blue light fled Trinity's body. She continued to speak as she took a small step back and smiled.

"Look at all the beastfolk of Arcia you've selected! You like life on the wild side, kay!? Be sure to check out the Hylands! Or! You could metagame and climb the ranks of Astorea! Astor Balthas's player likes to promote Felis!""


Just then. A bunch of water elementals began to swarm Trinity as well, however...


"Nothing personnel kid."



The shot hit its mark and for a moment. Trinity's head burst with bright azure.

"Bang! Awesome funny meme player! Guns are super cool now that they are unlocked! You all are going full force kay?!"


Raising her fingers she made two finger guns and twisted around with a blur of speed. Lily's creations were dissipated by the time Trinity was firing at Eva and Dynamax with one finger while her other finger began to spray particles of light towards the rest. Sha noticed the supports not being protected...

"Favored Players! You have to protect your supports kay?"


The hail of blue crashed into the party and especially started to focus on Vina at the end. Pinning her to her knees...

...but it was Chako that found herself being enveloped by a strange distortion. She was now in a vast expanse fluctuating wire frames and fog. Everything was fading away. Her throat tightened... there was no oxygen! Through a small triangle shaped window she could see the battle, Perhaps she could try to break out or would they help?

Trinity's hair lit up and shot to the sides, as strings of light came from the Monke Swordsman and Chrono Sniper's chests. The light entangled with her locks as she spun like a top into them and their bodies felt a burning sensation of the azure cuts glowing upon their upper bodies.

Trinity jumped past them and landed on without a sound. Turning and pressing an invisible button in the air.

"You should pace better! Rule Change! Straight lines only kay!!!!"


Impassible walls began to shimmer into existence all around the group...




Cycle 1 Damage Phase


Doggo
[Protected]

@Little Doggo takes 3 + (156 Flat) HP Damage from Tri-Burst.
Damage was halved by default via 50 in all Saves.

Gained 3 stacks of Hitstun




Dynamax
@Dynamax takes 5 + (189 Flat) HP Damage from Tri-Burst.
Damage was halved by default via 50 in all Saves.

@Dynamax takes 29 + (189 Flat) HP Damage from Turn The Wheel.
Roll a Fortitude save to reduce damage:
< Nat100 = 0 | 100 = 109 | 50 = 163 | 25 = 196 | Nat1= 436 >

Gained 6 stacks of Hitstun



Chako
[Vulnerable]

@Chako takes 14 + (126 Flat) HP Damage from Tri-Burst.
Damage was halved by default via 50 in all Saves.

Gained 3 stacks of Hitstun

Trapped in OOB Pyramid! 99 True Damage will be inflicted every turn taken and Chako is amiable to participate on the battlefield! Break OOB Pyramid from within/without to save her!

HP1 BREAK (ALL)l: HP cannot be targeted unless BREAK hits 0.



Eva
@Eva takes 3 + (126 Flat) HP Damage from Tri-Burst.
Damage was halved by default via 50 in all Saves.

@Eva takes 29 + (189 Flat HP) Damage from Turn The Wheel.
Roll a Fortitude save to reduce damage:
< Nat100 = 0 | 100 = 109 | 50 = 163 | 25 = 196 | Nat1= 436 >

Gained 6 stacks of Hitstun



Vina
[Vulnerable]

@Vina Skysong takes 14 + (126 Flat) HP Damage from Tri-Burst.
Damage was halved by default via 50 in all Saves.

Gained Stunlocked

Gained 3 stacks of Hitstun




Lily
@Lily takes 7 + (221 Flat) HP Damage from Tri-Burst.
Damage was halved by default via 50 in all Saves.

Gained 3 stacks of Hitstun




Oversoul Growth
@Dynamax Tagged, Direct Damage Dealt, Direct Damage Taken (+3 OP)
@Eva Tagged, Direct Damage Dealt, Direct Damage Taken (+3 OP)
@Chako Tagged, Buff Dealt, Direct Damage Taken (+3 OP)
@Little Doggo Tagged, Direct Damage Dealt, Direct Damage Taken (+3 OP)
@Vina Skysong Tagged, Buff Dealt, Direct Damage Taken (+3 OP)
@Lily Tagged, Direct Damage Dealt, Direct Damage Taken, ↑ | Nymphs of Azure Used (+2 OP)


 

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PLAYER SECTION



Damage Type Chart vs Players


Normal Damage: Halved vs Protect | Double/Triple vs Vulnerable | Mitigatable | Save Ok
Flat Damage: Bypasses Protect and Vulnerable | Mitigatable | Saves Ok
True Damage: Bypasses all.




  • Trinity Challenge 2
    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: Trinity

    • 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]



  • D5IeP6p.png
    Explorers League | Untitled | Character Sheet
    Doggo
    Oversoul 06/10]
    Health [151/310]

    Status
    Buffs
    Hitstunx3
    Oversoul Second Threshold
    Rule Change: Type Linearity

    Location: D3

    | 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 Little Doggo has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Sense+: Awareness +15.
    Beastly Heat: All beastfolk in the same zone as Little Doggo remove 1 stack of Freeze every cycle.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.

    First Threshold: [ 3/3 ]
    Reckless Valiance!:

    Free Action
    Roll 1d2 before any roll. Gain advantage on 2 and disadvantage on 1.


    Doggo's Odyssey:
    Passive
    Take the following Quests and gain benefits as they are completed.
    • Slay the Monster!: Defeat a enemy and gain DOGGOD.
    • Protect Friends!: Protect an ally that takes damage and gain Elysium Gambit.
    • Support Friends!: Support an ally Shining Hope EX
    • Save the Day!: Perform a carry on an ally. Gain Over-Tempo.
    • LITTLE HERO: Accomplish all Quests and gain 10 Oversoul.

    Second Threshold: [ 6/6 ]
    Youth Brigade:
    Passive
    +2 to all rolls for every Character under 21 on the map. If all allies are under 21, gain +3 per for all rolls



    SEALED


    Oversoul
    • SEALED



    619.jpg
    Explorers League | Untitled | Character Sheet
    Chako
    Oversoul 06/10]
    Health [102/300]

    Status
    Buffs
    Hitstunx3
    Oversoul Second Threshold
    TIME-OUT!
    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 Chako has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    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: [ 6/6 ]

    SEALED




    SEALED

    Oversoul

    SEALED





    CWn5s5z.png
    Adventurers Guild | Untitled | Character Sheet
    Dynamax
    Oversoul 06/10]
    Health [???/310

    Status
    Buffs
    Hitstunx6
    Oversoul Second Threshold
    Rule Change: Type Linearity

    Location: D1

    | 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 Dynamax has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Wilderness Survival: On Nature zones gain 5 HP regen every turn.
    Weapon Regeneration: (Immune to most Weapon Break debuffs.
    Wild Heart: +10 to all offensive actions +1. For every enemy killed when this action is activated:
    • Gain 1 stack of Wild (F).
    • At 3 stacks gain Berserk: Uncontrolled passive.

    First Threshold: [ 3/3 ]
    Dynamonke Might:

    Passive
    For every offensive or defensive action performed. gain +2 to that action types rolls. caps at +20. Also gain the following benefits:

    1 Offensive: Gain +10 Break damage.
    2 Offensive: Gain +10 Break Damage.
    3 Offensive: Gain +10 Break Damage and advantage on Sharp/Reckless pair.
    4 Offensive: Gain Duelist for free

    1 Defensive: Gain +2 damage mitigation.
    2 Defensive: Gain +2 damage mitigation.
    3 Defensive: Gain +2 damage mitigation and advantage on Counter/Ultra Counter
    4 Defensive: Gain Shield for free


    Second Threshold: [ 6/6 ]
    Rascal Force:
    Passive
    +2 to all rolls for every ally under 21 in or adjacent to Dynamax's zone. Gain half cost Chain/Unite/Combination Arts if over 3 allies.



    SEALED

    Oversoul
    • SEALED



    HEyobql.png
    Unaffiliated | Untitled | Character Sheet
    Eva
    Oversoul 06/10]
    Health [????/300

    Status
    Buffs
    Hitstunx6
    Oversoul Second Threshold
    Rule Change: Type Linearity
    Location: D1

    | 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 Eva has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Specialized Item: +1 range and +25 on checks when using Alchemy.


    First Threshold: [ 3/3 ]
    Chrono Tactics:

    Free Action
    Activate Temporal Displacer and gain advantage on all actions vs Simple enemies. Roll a 1d-Summon MR and place a Time Gate. Time Gates last until the end of the battle.
    • Gate Jump: Gain Warp movement type and immediately move to any Time Gate zone.
    • Predict&Resolve: Deactivates a single enemy's BA, Free action or Passive ability chosen by Eva. Does not effect Bosses or certain enemy types.


    Timed Execution:
    Bonus Action

    Become immobile and vulnerable. Place a Execution Mark on a enemy in range or within 1 ring of any Time Gate.. On the following turn, deal 1.5x Break damage with Eva's offensive action or 2x if vs the correct damage type. If the enemy is broken, increase Crit chance by 25. Eva may attack this enemy regardless of distance as long as they are within 1 ring of a Time Gate. Execution Marks last until the target is exterminated or the mark is canceled (thus ending immobile and vulnerable).
    • Consume a BA to perform Strategic Reposition and move one zone in any direction.


    Second Threshold: [ 6/6 ]
    Codename: ZMEYA:

    SEALED


    [HR=3][/HR]

    SEALED

    Oversoul
    • SEALED



    qFN0mSv.png
    Lions Pride | Friend of Yladia | Character Sheet
    Vina
    Oversoul 06/10]
    Health [160/300]

    Status
    Buffs
    Stunlocked
    Hitstunx3
    Oversoul Second Threshold
    Rule Change: Type Linearity

    Location: E4

    | 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 Vina has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Friend of Yladia: +5 Wisdom | Unlimited Presence advantage with Yladian NPC.
    (Passive) Sense+: Awareness +15.
    Oscillation: Harmonics +10.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.


    First Threshold: [ 3/3 ]
    Nature's Harmonies:
    Passive

    Can swap Harmonics, Nature Magic, and Beast Arts for each other for any support or defensive action. Also use gain the following:
    • Nature's Flow: All support actions are advantage used on allies standing in nature zones.
    • Nature's Gift: When using Infuse, you can add a Cleanse effect without them being equipped.
    • Nature's Song: When in nature zones ,Harmonics actions become zonal .
    • (1 OP | BA) Nature's Ally: Use to summon an ally to any nature zone within range. The summon can act as a 30 HP shield to any ally within 1 ring of zones of the summon location and is dismissed when slain.
    Gust Manipulation:
    Free/Bonus Action
    Move any one ally within range 1 zone in any direction. Certain enemies and obstacles can also be targeted. You may use this as a BA to give the target Float movement type for 1 turn.​


    Second Threshold: [ 6/6 ]
    Nature Field
    :
    Bonus Action
    Create a Nature Field..

    Clear Skies:
    Bonus Action
    Roll 1d3 and on 2 or 3 clear most Rain type of effects on the map.



    SEALED

    Oversoul
    • SEALED



    8FB0rRg.png
    Unaffiliated | Untitled | Character Sheet
    Lily
    Oversoul 05/10]
    Health [072/300]

    Status
    Buffed (2/3)
    Hitstunx3
    Oversoul First Threshold
    Rule Change: Type Linearity

    Location: C3

    | 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 Lily has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1


    First Threshold: [ 3/3 ]
    Azure Waterscape::

    Passive
    Can use Hydromancy for any action type (Offensive/Defensive/Support). Also gain use of the following:
    • The Sea's Embrace: All actions are advantage on Hydro Zones.
    • (1 OP | BA) Nymphs of Azure:: Roll 1d3 to summon Water Mimics. Each mimic can hold one standard action (offensive/defensive/support) that Lily is carrying and can transfer most buffs or debuffs from Lily to an ally or enemy when using a action on them. Water mimics have a move of 2 normally and have built in Maneuver vs Hydro Zones. Mimic use's Lily's Hydromancy MR if she is on a Hydro Zone (no modifiers if not) and are instantly dismissed when hit by any enemy ability.
    • High Tide: All Hydromancy actions are zonal when standing on a Hydro Zone.
    • Water's Way: Gain movement type Aquatic and Ignore movement penalties from water based sources (Hydro Zones etc).
    • Water of Life: Regenerate Hydromancy MR in HP every turn spent in Hydro Zones.


    Second Threshold: [ 5/6 ]

    SEALED




    SEALED

    Oversoul
    • SEALED


 

Pandora*

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








《 Terrasphere Mascot 》
Trinity



BREAK [TRI
❰ 333 / 999 ❱
Oversoul

❰ 1547 / 3333 ❱

Simple | Normal | Intelligent | Genius​

ACTIONS


Actions

Trinity Strike:
Main Action

Trio of slaps.
  • 3d33 on a single target.
  • Range: 1
  • Save Difficulty: Fortitude/Reflex JRPG
  • (OP=1) Enhance: Save Difficulty Up JRPG -> Wild


Turn the Wheel:
Main Action

The wheel of hair is turning!
  • 3d33 on all in the targeted zone. The dice can be divided between different zones within Trinity's remaining movement.
  • inflicts 3 stacks of Hitstun on all involved targets.
  • Range:1 - Remaining Movement
  • Save Difficulty: Fortitude JRPG
  • (OP=1) Scatter: Displaces all targets.to adjacent zones.


Tri-Burst:
Main Action

Bang bang bang! Bangbangbangbangbangbangbang.... it goes on.
  • 33d3 on any target within range. The total damage can be divided between targets freely.
  • inflicts 1 stacks of Hitstun on all involved targets.
  • Range: 3
  • Save Difficulty: Reflex/Will Visual Novel
  • (OP=1) Stunlock: Immobilize and seal special actions of all targets in one of the targeted zones.

Time-Out:
Main Action
Pyramid that contains the 'Out of Bounds'. Always stay in the play zone favored players, kay?!
  • Seals one target causing immobility and inability to target anything besides self or the seal. Seal causes 99 True Damage to the victim in every damage phase and they cannot be healed or buffed. The seal can only be damaged by BREAK reaching 0
  • If only trapped characters remain on the map. The battle is lost..
  • Increased likeliness of use as HP drops.
  • Range: 99
OOB Pyramid: HP: 1 | BREAK: 333


DANGER!DANGER!DANGER!:
Main Action
Places a Danger! mark on 3 different zones. Anyone within those zones on the next damage phase takes 3d100 True Damage.
  • Range: 99

OVERSOUL: Tri-Beam:
Ultimate Action
Azure streams falling!. A silent voice activates the biggest laser kay?
  • 3d333, each die on a different random zone of the map.
  • Range: 99
  • Consumes 10 Oversoul. Counts as a Main action.
  • Save Difficulty: Reflex/Will Suffering




| Bonus/Free Actions

Rule of 3:
Bonus Action

Sets damage to 33, 111, or 333 True Damage. Cannot be set unless the possible max damage of the paired action is higher than the selection.
  • Increased chance of use if Rule of 3 can bring target's HP to 0 before mitigation and save rolls.

Players! Give It Your All!:
Initiative/Free Action

Buffs all player's saves by 50, Oversoul by 1, and Crit chance by 3 until the next damage phase.
  • Only uses on Cycle 1 and any cycle thereafter where a player is KO'd.


Particle Control:
Bonus Action

Controls particles of light for attack and defense.
  • Adds 3+3 Flat Damage to each die roll per Oversoul accumulated. 1 stack of Hitstun per 3 stacks of Oversoul.
  • (OP=1) Enhance: 3+6 Flat Damage to each die roll per Oversoul accumulated. 1 stack of Hitstun per 3 stacks of Oversoul.
.


Rule Change!:
Bonus Action

Alters system mechanics by a 1d3. Changes do not dupe, dice decrease with each set change that cycle.
  • Rule Change! Type Banned: Deactivates 1 action from all enemies for the current cycle.
  • Rule Change! Type Linearity: Limits all player's movement to straight lines (no diagonals) for the current cycle.
  • Rule Change! Type Fair: (SP above 0) Negate all critical rolls from enemies for the current cycle.



| Passives


Tri-Act:
Passive
Overclocking actions beyond limits.
  • Takes three actions (including BAs and Free Actions) every turn.


Mascot:
Passive
Face of the System.
  • Cannot inflict death, only knockouts. Does not enter any form of Enraged status


Hyper Armor:
Psasive | | SP=0 Cancel!

Unflinching.
  • Cannot be moved by any actions. Critical attacks cannot be triggered.


System Limiter:
Passive

World Limit:Intact
  • Nat 1s and Nat 100s special effects are negated (crits, special events etc).

Level Up!:
Passive

Yay for kills, kay!?
  • Restores all BREAK, increases damage dealt, and reduces damage taken by 10% (vs results) for every player KO'd. Takes effect immediately upon achievement.

Adaption 3:
Psasive | | SP=333 Cancel!

Adapt to repetitive forms of attack.
  • Takes half damage when attacked with any 3 actions used prior.
Examples
Burst > Burst (damage halved) > Burst (damage halved again)
Stable > Burst > Stable (damage halved)
Stable > Burst > Multi
Character A Wild > Character B Wild (damage halved)
Character A Wild > Character B Critical



W O O T:
Passive
Oversoul maxes in the cycle 3 damage phase before taking any action regardless of its state.



| Extra
Extra:.
  • SP Recovery: 333 at 0 | 999 at Max Oversoul
  • Taunt; 333 Action1 - 666 Action 2 - 999 action 3 (Must be within range to get targeted or closest available will be chosen by default.)
  • Movement: 3 (Rover)
  • Location: F1




Battle Map


vskXlfa.jpg



< Victory Condition: Defeat Trinity >

Map Details

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




 
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Oversoul [6/10]
7 / 310

-303 HP from Trinity
Location: D3
Vulnerable
3x Hitstun
Charge: 50/75


Dynamax could only see the world rotating and blurring as he felt a very weird taste escaping his mouth. Bloody hell, how much that hurted—

Coughing and forcing his way up, he grunted, feeling his muscles and bones shaking as he struggled to go back to his feet. "Y... You..!" How much he hated those tutorial little sneaky blasted butts, with all their 'Hey Listen!' and over-talking bullshittery that got on the way of the actual fun. But this one had the aggravation of whooping damage out of nowhere—

Max roared saltly in his inner monologue as he got back to his feet, casting a sharp glare at @Chako being stuck inside of a Pyramid, and rushing toward it.

"HEY SUPPORT-CAT-GIRL, DON'T DIE, GODDAMN IT!" Max slammed his sword against the hard surface of the Pyramid— "EEK!" making a small crack before he shoved his elbow against it— "EEEEK!" and then his knee, and then his shoulder, and then thrusting his blade against it again, widening the crack enough to make it mostly fragile— "OOOOK!"

He was about to finish it, but noticing Trinity behind them, it was only a matter of time before she kamehamehah-ed their backs to oblivion.

"Doggo, finish breaking this crap, I will watch your back!" He grunted to @Little Doggo, gripping his sword and crossing it in front of him, ready to try to defend any incoming attack that threatened his friend.

Rolls


Movement: Pushed to D1 > D2 > D3 (Act)

(FA) Combo

+40 damage to Special Actions (@Little Doggo)
Weapon Arts | Dynamax

Special Burst Attack
20d20 (14 + 1 + 15 + 16 + 18 + 1 + 3 + 9 + 12 + 14 + 1 + 2 + 5 + 3 + 9 + 8 + 20 + 4 + 17 + 17) + (3 + 10 + 10 + 3) + 135 = 340 (4 Explosions) against OOB Pyramid (@Chako)
Special Burst Attack | Dynamax | 2138C2

(BA) Cover
Fully Covering @Little Doggo's damage
Geomancy | Dynamax


OOB Pyramid: 1/1 HP | 0/333 SP
Build Sheet (Signature Mastery: Speed Weapons)
Oversoul Charges: 6/10 OP
 
Last edited:

Lily

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BlancBlack
Oversoul [5/10]
160 / 300



Status
‎‎ ‎Hitstun x3
‎‎ ‎ Imbued (by @Vina Skysong)
‎‎ ‎ Buffed (2/3 by @Vina Skysong)
‎‎ ‎ Vulnerable (Power Heal)

Whisp

LILY-MIMIC4.png

C3 → D2
Heal
@Eva

Trevor

LILY-MIMIC5.png

C3 → E3
Protect
@Eva

Flow

LILY-MIMIC6.png

C3 → C5
Heal
@Lily


Finger guns that caused severe physical trauma. Lily already figured out that pain occured in this world all the same as back on earth, but for the first real hit she took in this place to be of this magnitude, that sure was something. With a wince and a bit of a pained groan, she conjured three more mimics to go forth while she heroically retreated behind everyone else to lick her wounds.

Some people were, however, clearly reeling from the attack even more than Lily was. @Eva would find a small wisp of water sitting down near her, Its lovely ethereal song motivating the body to heal wounds faster.

@Chako, who managed to get herself stuck, would see a squid-like entity approach. After @Dynamax weakened the pyramid to the point where it was practically falling apart on its own and all it had to do was poke it with its tentacles to blink it out of existence and free the cat girl. And, of course, one of those tentacles affectionately patted her on the head.

By the time Lily arrived where she figured would be safe, she noticed a water flower sitting nearby. It seemed that one of the mimics followed her... somehow. At least its presence was quite comforting. Finding @Vina Skysong, the water elf commanded her hydromancy to try and soothe the wounds of those around her a bit, as much as she could.

Rolls

Movement: C3 (Start & Mimics) → C5 → D5 (Actions)

Coordinate (Free action)
(D) Free Action. 2 targets gain a +25 (S) flat bonus to attack, heal, or buff actions this cycle.
Target: Self & @Vina Skysong

Nymphs of Azure (Oversoul / Bonus action)
Roll Result
1d3 (3) = 3
Nymphs of Azure | Lily | 2138C2
3 Mimics created

Roll Result (Main action)
2d100kh1 (3 + 91) 44 + 44 = (191 + 25) / 3 = 68
Power Heal | Hydromancy | Lily | 2138C2
Target: @Lily, @Chako, @Vina Skysong

Roll Result
1d100 (42) = 42
Protect | Hydromancy | Mimic 1 (Lily) | 2138C2
Target: OOB Pyramid

Roll Result
2d20 (5 + 12) = 17
Heal | Hydromancy | Mimic 2 (Lily) | 2138C2
Target: @Eva

Roll Result
2d20 (11 + 9) = 20
Heal | Hydromancy | Mimic 3 (Lily) | 2138C2
Target: @Lily


OOB Pyramid: 0 / 3 333 HP | 000 / 999 SP
Character Sheet
Oversoul Charges: 5 / 10 OP
 
Last edited:

Chako

❮ Lyrical ❯
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AliceShiki
Oversoul [6/10]
270 / 300

Surge Used
Hitstun x2

-198 HP from Trinity
+68 HP from Lily
+100 HP from self


The more Trinity talked, the less Chako liked her.

Players? Memes? Meta? Every time Chako heard one of those words, her mood soured. Chako just didn't like it... Why was one of this world's living beings treating it like a game? Shouldn't she be a Lander too?

Chako was also a bit worried about the whole membership thingy that the incredibly small dog-girl said, but Chako didn't have the time to worry about it.

Because suddenly... Chako's dance was stopped. Suddenly she was locked in a cage... She couldn't breathe. It hurt. Everything hurt... How could Trinity do this with a smile on her face? You have to protect your Supporters? How would they even protect me from this!? And why do you keep using this game terminology!?

Chako really disliked Trinity... She couldn't even hiss at her though... Because Chako felt like she was dying.

Luckily enough, the monkey boy and a strange summon helped free Chako, so Chako could start breathing again, "T-thank you..." Chako muttered between ragged breaths as she instantly fell on the ground.

Everyone seemed to be hurt... Everyone seemed to be in pain... Chako was thankful for the water girl's help that made Chako's wounds hurt a bit less... I have to help too... I have to move...

Chako relied on the strange headpatting summon to get herself up... It was still hard to breathe, but this was no time to stay still.

So, Chako stared hard at Trinity, hissed at her, and then started taking her steps. Slow, ceremonial steps. The same kind she saw Ruby do in one of her videos, I should ask her to help me with those later. The steps were clumsy, doubly so because she still had a hard time breathing... Still, Chako continued dancing, so as to use her magic to help everyone who was near her.

Chako really, really disliked Trinity.

Rolls

Movement: D4 (Actions)

Trip Test
1d3 (1) = 1

Trip | Chako | Trinity

FA - Surge: +150 to Heal

OS Passive - Cleansing: 1x Stunlock from @Vina Skysong ; 1x Hitstun from @Chako; 1x Hitstun from @Little Doggo

FA - Infuse: Heals @Lily for 25 HP

BA - Regeneration: Heals @Lily for 30 HP

AoE Heal
2d20 EX (6 + 13) + 25 + 25 + 50 + 25 + 150 + 4 = 298 / 3 (0 explosions)
+100 HP to 3 targets
Healing 100 HP to: @Chako ; @Vina Skysong ; @Little Doggo
AoE | Harmonic Magic | Chako | Trinity


Character Sheet
Oversoul Charges: 6/10 OP
 
Last edited:

Eva

Magia
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NG+
Messages
147
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Oversoul [6/10]
229 / 300
-238 HP from Trinity's Attack
+150HP from @Eva
+17HP from @Lily
6 hitstun stack



Placeholder post

Rolls

Movement: D1 > E1 > E2 > Act
Heal
2d20 EX (19 + 4) + 25 + 25 + 50 + 25 + 2 = 150
+150 HP to @Eva
Alchemy | Eva | TrinityC2

Timed Execution (BA)
Placed Execution Mark on Trinity, Immobile, Vulnerable.

Chrono Tactics (FA)
Time Gate is at D1 and D7

Coordinate (FA)
@Eva and @Little Doggo gains +25 to Rolls

Trinity: 1547/3333 HP | 333/999 SP
Build Sheet (Signature Mastery: Chronomancy)
Oversoul Charges: 6/10 OP

 
Last edited:
Messages
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251 / 310
Oversoul [4/10]
 Explorer's League (Golden Whistle)

 ​

+100 HP from @Chako
+25 Coordinate
from @Eva
+1 Movement
from Over-Tempo




"For a tutorial, she's really hitting hard..."


Things usually didn't hurt nearly THIS much, thanks to that pain supre-thingy on the game's UI, yet the impact from Trinity's attacks were far ahead any random wolf or slime she's got bonked by in the past...


Doggo didn't waste any opportunities though, even if this tutorial boss was formidable and also making @Dynamax angry, composure was the key! And his now screams 'EEK EEK OOK PYRAMID' which worked as an opening for Doggo to tag in, following his strikes with her own in order to better fragment the shell of this geometrical nightmare keeping their friend Twin-Tails locked away!


"I got no time, Max! We have to get up close or else she's gonna keep wrecking us. FOLLOW ME!"


Doggo shouted as she set her little legs swinging as fast as they could to reach out for the blue-haired mascot wrecking havoc amongst the group, sword in hand and relying solely on Max to keep her safe as she figuratively just shut her eyes and ran.

Notice

...................................... [DOGGO'S ODYSSEY]

[Save The Day!]
: Complete!

You received x1
PASSIVE: Over-Tempo.




"Oi, does this look 'saved' to you?!"



Doggo groaned at the annoying ahh message, and instead let speed pick up by itself as she begun to catch up to Trinity, bringing the new generational paintrain to the old-as-dust Terrasphere crone with only the edge of her HEROIC BLADE and the very overpowered ability of being SPEED.



❰ Over-Tempo! ❱



Rolls

Movement: D3 → D2 → E2 → Act


FA: Combo (@Dynamax)
Whenever an ally within range performs an attack action, either you or your ally may use a 40 damage modifier in either of your post (Giving the +40 to Max)

Protect:
Roll Result
1d100 (27) + 21 + 50 + 25 = 123 / 2 = 123 / 2 = 62

Protecting @Eva
Protect | LITTLE DOGGO | 2138C2


Trinity: 1485/3333 HP | 271/999 SP (repeat for every enemy attacked)
Play Sheet (Signature Mastery: Holy Magic)
Oversoul Charges: 6/10 OP
 
Last edited:

Vina Skysong

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Wolfy
Oversoul [5/10]
305 / 305


Location: E4
-140 HP from Tri-Burst (Trinity)
+15 HP from Regeneration (@Vina Skysong)
+68 HP from AoE Power Heal (@Lily)
+100 HP from AoE Heal (@Chako)
+25 (Flat) to Attack, Heal, and Buff rolls from Coordinate (@Lily)
Stunlocked Cured by Dispel (@Chako)
Hitstun x3 Cured by Cleanse (@Vina Skysong)
Rule Change: Type Linearity

They started off with a bang, but it didn't take long before Trinity showed that she could keep banging all day if she wanted. Vina's song was interrupted as Terrasphere's mascot began to bombard her with blue sparks, the druidess wincing as she tried to weather the storm.

Fortunately, she was not alone, and while she'd been unable to help @Chako escape her predicament the feline dancer could help her first. As the effects of Chako's dance washed over her, combined with the soothing water her elven friend @Lily blessed her with, Vina managed to escape the barrage, a gust of wind sending the remaining hail upwards to disperse harmlessly into the air.

Phew! Not playing around, are you~?


Under different circumstances Vina might've panicked, but knowing that this was just a test rather than a fight to the death meant she could enjoy herself.

Although it looked like not everyone shared that sentiment. Seeing how worked up her younger allies were getting Vina put her flute away and instead began to sing, her melodious voice filling the air and the hearts of her allies as the playful vixen stepped forward.

Hey, come along~


The same way that Lily's waters had helped push Vina back onto her feet, so now did Vina's winds gently pick up her aquatic friend while the druidess herself stepped closer to those who had decided to engage Trinity even now.

Hey, come along~


The winds reached out to @Eva and @Little Doggo as well, making every step lighter.

Hey, come along~

The wind today is blowing strong~
Over mountains and over seas~
Yet it is gentle like a breeze~

And it blows far~
And it blows wide~
And it grants us a brief respite~

And it is fast~
And it is slow~
And it cheers for us to be bold~

Hey, come along~

Join in and listen to its song~
Let's travel to lands far from here~
There is no need for pain or fear~


Rolls

Movement: E4 (Cleanse | Gust Manipulation) → E5 (AoE Heal | Infuse)


(P) Cleanse
Cure 1 condition stack from yourself each cycle

Harmonic Magic | Vina Skysong | 2138C2

(P) Dispel
All supportive actions cure 1 stack of curable ailments to the targets

Oversoul | Vina Skysong | 2138C2

(P) Regeneration
+15 HP to self

Mend | Vina Skysong | 2138C2

(FA) Infuse
+25 HP divided between up to 4 allies

Mend | Vina Skysong | 2138C2

(FA) Gust Manipulation
Moving 1 ally within range 1 zone in any direction

Oversoul | Vina Skysong | 2138C2

(BA) Cleanse
1d4 (3) + 2 = 5 conditions cured
Harmonic Magic | Vina Skysong | 2138C2

(MA) AoE Heal
2d20 EX (4 + 15) + 50 + 50 + 25 + 25 + 10 = 179 / 3 (no explosions)
+60 HP to 3 targets
Harmonic Magic | Vina Skysong | 2138C2

Curing @Chako for -1 Conditions (Hitstun x1).
Curing @Eva for -1 Conditions (Hitstun x1).
Curing @Lily for -3 Conditions (Hitstun x3).
Curing @Little Doggo for -1 Conditions (Hitstun x1).
Curing @Vina Skysong for -3 Conditions (Hitstun x3).
Healing @Eva for +65 HP.
Healing @Lily for +80 HP.
Healing @Little Doggo for +60 HP.
Healing @Vina Skysong for +15 HP.
Moving @Lily from D5 to E4


Character Sheet
Oversoul Charges: 5/10 OP
 
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Pandora*

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Trials of the Starcalled

Trinity Center

The players were changing up the pacing! Trinity saw the heroic monke save his princess and fist pumped while she approached them again.

"Yes1 Heroes always save the princess! Enjoy the thrill of a great rescue!""


A hop and a twirl as she came spinning past Eva, straight through Dynamax and Doggo! Striking Chako. Trinity came to a stop as the rules of the battle continued to be altered in real time. The three mimics would suddenly be without a master as Lily was now trapped in "Out of Bounds"!

Dynamax's body would glitch as it hit the ground. The safeguards kicked in and Max Bennet would find himself invisible standing over the body.. No one could hear him but he certainly wasn't dead... was he?

"Level up yeah kay!!!! You all shouldn't give up! What if you're favorite celebrity was watching?! Go for it man!!!"""


Trinity stood in the middle of the chamber. A blinking exclamation point over her and two other locations. The cheery demeanor continuing without pause.



Cycle 2 Damage Phase


Doggo
Unscathed

@Little DoggoCovered by Dynamax!
Displaced

Gained 3 stacks of Hitstun



Dynamax
[Vulnerable]

@Dynamax takes 33 (True) HP Damage from Turn the Wheel.
Dynamax is KO'd!
Displaced



Chako
@Chako takes 71 HP Damage from Turn the Wheel.
< Nat100 = 0 | 75 = 36 | 30 = 53 | 10 = 64 | Nat1= 142 >
Displaced

Gained 3 stacks of Hitstun



Eva
@Eva takes 71 HP) Damage from Turn the Wheel.
Roll a Fortitude save to reduce damage:
< Nat100 = 0 | 75 = 36 | 30 = 53 | 10 = 64 | Nat1= 142 >
Displaced

Gained 3 stacks of Hitstun



Vina
Unscathed





Lily
@Lily is trapped in OOB Pyramid! 99 True Damage will be inflicted every turn taken and Lily is amiable to participate on the battlefield! Break OOB Pyramid from within/without to save her!
HP1 BREAK (ALL)l: HP cannot be targeted unless BREAK hits 0.



Oversoul Growth
[Players! Give it your all! Used!]

@Dynamax KO'D (-ALL OP)
@Eva SHOULD BE TAGGING, Heal Dealt, Direct Damage Taken (+4 OP)
@Chako Tagged, Heal Dealt, Direct Damage Taken ↑ | Cleanse Used (+1 OP)
@Little Doggo Tagged, Direct Damage Dealt, (+3 OP)
@Vina Skysong Tagged, Heal Dealt, (+3 OP)
@Lily Tagged, Heal Dealt, ↑ | Nymphs of Azure Used (+3 OP)


 
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Pandora*

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PLAYER SECTION



Damage Type Chart vs Players


Normal Damage: Halved vs Protect | Double/Triple vs Vulnerable | Mitigatable | Save Ok
Flat Damage: Bypasses Protect and Vulnerable | Mitigatable | Saves Ok
True Damage: Bypasses all.




  • Trinity Challenge 2
    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 3: Trinity

    • 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]



  • D5IeP6p.png
    Explorers League | Untitled | Character Sheet
    Doggo
    Oversoul 10/10]
    Health [310/310]

    Status
    Players! Give it your all!
    Hitstunx3
    Oversoul Second Threshold
    Over Tempo
    Rule Change: Type Linearity
    Rule Change: Type Banned!

    Location: D2

    | 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 Little Doggo has gained through Starcalled progress.

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Sense+: Awareness +15.
    Beastly Heat: All beastfolk in the same zone as Little Doggo remove 1 stack of Freeze every cycle.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.

    First Threshold: [ 3/3 ]
    Reckless Valiance!:

    Free Action
    Roll 1d2 before any roll. Gain advantage on 2 and disadvantage on 1.


    Doggo's Odyssey:
    Passive
    Take the following Quests and gain benefits as they are completed.
    • Slay the Monster!: Defeat a enemy and gain DOGGOD.
    • Protect Friends!: Protect an ally that takes damage and gain Elysium Gambit.
    • Support Friends!: Support an ally Shining Hope EX
    • Save the Day!: Perform a carry on an ally. Gain Over-Tempo.
    • LITTLE HERO: Accomplish all Quests and gain 10 Oversoul.

    Second Threshold: [ 6/6 ]
    Youth Brigade:
    Passive
    +2 to all rolls for every Character under 21 on the map. If all allies are under 21, gain +3 per for all rolls

    [HR=3][/HR]

    SEALED


    Oversoul
    • SEALED



    619.jpg
    Explorers League | Untitled | Character Sheet
    Chako
    Oversoul 07/10]
    Health [203/300]

    Status
    Players! Give it your all!
    Hitstunx3
    Oversoul Second Threshold
    Rule Change: Type Linearity
    Rule Change: Type Banned!

    Location: E3

    | 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
    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: [ 6/6 ]

    SEALED




    SEALED

    Oversoul

    SEALED





    PoZ9OGf.png
    Adventurers Guild | Untitled | Character Sheet
    Dynamax
    Oversoul 00/10]
    Health [0/310

    Status
    Buffs
    Debuffs
    Misc

    Location: C3

    | 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 Dynamax has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Wilderness Survival: On Nature zones gain 5 HP regen every turn.
    Weapon Regeneration: (Immune to most Weapon Break debuffs.
    Wild Heart: +10 to all offensive actions +1. For every enemy killed when this action is activated:
    • Gain 1 stack of Wild (F).
    • At 3 stacks gain Berserk: Uncontrolled passive.

    First Threshold: [ 0/3 ]
    Dynamonke Might:

    Passive
    For every offensive or defensive action performed. gain +2 to that action types rolls. caps at +20. Also gain the following benefits:

    1 Offensive: Gain +10 Break damage.
    2 Offensive: Gain +10 Break Damage.
    3 Offensive: Gain +10 Break Damage and advantage on Sharp/Reckless pair.
    4 Offensive: Gain Duelist for free

    1 Defensive: Gain +2 damage mitigation.
    2 Defensive: Gain +2 damage mitigation.
    3 Defensive: Gain +2 damage mitigation and advantage on Counter/Ultra Counter
    4 Defensive: Gain Shield for free


    Second Threshold: [ 0/6 ]
    Rascal Force:
    Passive
    +2 to all rolls for every ally under 21 in or adjacent to Dynamax's zone. Gain half cost Chain/Unite/Combination Arts if over 3 allies.




    SEALED

    Oversoul
    • SEALED



    HEyobql.png
    Unaffiliated | Untitled | Character Sheet
    Eva
    Oversoul 10/10]
    Health [223/300

    Status
    Players! Give it your all!
    Hitstunx3
    Oversoul Second Threshold
    Timed Execution
    Rule Change: Type Linearity
    Rule Change: Type Banned!

    Location: F2

    | 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 Eva has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1
    Specialized Item: +1 range and +25 on checks when using Alchemy.


    First Threshold: [ 3/3 ]
    Chrono Tactics:

    Free Action
    Activate Temporal Displacer and gain advantage on all actions vs Simple enemies. Roll a 1d-Summon MR and place a Time Gate. Time Gates last until the end of the battle.
    • Gate Jump: Gain Warp movement type and immediately move to any Time Gate zone.
    • Predict&Resolve: Deactivates a single enemy's BA, Free action or Passive ability chosen by Eva. Does not effect Bosses or certain enemy types.


    Timed Execution:
    Bonus Action

    Become immobile and vulnerable. Place a Execution Mark on a enemy in range or within 1 ring of any Time Gate.. On the following turn, deal 1.5x Break damage with Eva's offensive action or 2x if vs the correct damage type. If the enemy is broken, increase Crit chance by 25. Eva may attack this enemy regardless of distance as long as they are within 1 ring of a Time Gate. Execution Marks last until the target is exterminated or the mark is canceled (thus ending immobile and vulnerable).
    • Consume a BA to perform Strategic Reposition and move one zone in any direction.


    Second Threshold: [ 6/6 ]
    Codename: ZMEYA:

    SEALED




    SEALED

    Oversoul
    • SEALED



    qFN0mSv.png
    Lions Pride | Friend of Yladia | Character Sheet
    Vina
    Oversoul 09/10]
    Health [305/305]

    Status
    Players! Give it your all!
    Debuffs
    Oversoul Second Threshold
    Rule Change: Type Linearity
    Rule Change: Type Banned!


    Location: E5

    | 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 Vina has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Friend of Yladia: +5 Wisdom | Unlimited Presence advantage with Yladian NPC.
    (Passive) Sense+: Awareness +15.
    Oscillation: Harmonics +10.
    Dispel: All supportive actions cure 1 stack of curable ailments to the targets.


    First Threshold: [ 3/3 ]
    Nature's Harmonies:
    Passive

    Can swap Harmonics, Nature Magic, and Beast Arts for each other for any support or defensive action. Also use gain the following:
    • Nature's Flow: All support actions are advantage used on allies standing in nature zones.
    • Nature's Gift: When using Infuse, you can add a Cleanse effect without them being equipped.
    • Nature's Song: When in nature zones ,Harmonics actions become zonal .
    • (1 OP | BA) Nature's Ally: Use to summon an ally to any nature zone within range. The summon can act as a 30 HP shield to any ally within 1 ring of zones of the summon location and is dismissed when slain.
    Gust Manipulation:
    Free/Bonus Action
    Move any one ally within range 1 zone in any direction. Certain enemies and obstacles can also be targeted. You may use this as a BA to give the target Float movement type for 1 turn.​


    Second Threshold: [ 6/6 ]
    Nature Field
    :
    Bonus Action
    Create a Nature Field..

    Clear Skies:
    Bonus Action
    Roll 1d3 and on 2 or 3 clear most Rain type of effects on the map.

    [HR=3][/HR]

    SEALED

    Oversoul
    • SEALED



    8FB0rRg.png
    Unaffiliated | Untitled | Character Sheet
    Lily
    Oversoul 08/10]
    Health [275/300]

    Status
    Buffed (1/3)
    Debuffs
    Oversoul Second Threshold
    TIME-OUT!
    Location: E4

    | 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 Lily has gained through Starcalled progress

    Starcalled LV2: (MAX HP +5 | Starting OP +1
    Untitled: MAX HP +5 | Starting OP +1


    First Threshold: [ 3/3 ]
    Azure Waterscape::

    Passive
    Can use Hydromancy for any action type (Offensive/Defensive/Support). Also gain use of the following:
    • The Sea's Embrace: All actions are advantage on Hydro Zones.
    • (1 OP | BA) Nymphs of Azure:: Roll 1d3 to summon Water Mimics. Each mimic can hold one standard action (offensive/defensive/support) that Lily is carrying and can transfer most buffs or debuffs from Lily to an ally or enemy when using a action on them. Water mimics have a move of 2 normally and have built in Maneuver vs Hydro Zones. Mimic use's Lily's Hydromancy MR if she is on a Hydro Zone (no modifiers if not) and are instantly dismissed when hit by any enemy ability.
    • High Tide: All Hydromancy actions are zonal when standing on a Hydro Zone.
    • Water's Way: Gain movement type Aquatic and Ignore movement penalties from water based sources (Hydro Zones etc).
    • Water of Life: Regenerate Hydromancy MR in HP every turn spent in Hydro Zones.


    Second Threshold: [ 6/6 ]

    SEALED





    SEALED

    Oversoul
    • SEALED


 
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