(Event) Supply Route Escort

(Event) Supply Route Escort
Discussion in 'S3 Completed' started by Pandora, Jan 26, 2018.
  1. Pandora

    Pandora

    Staff Member Game Master
    Western Astorean Wilderness
    [​IMG]
    Event: Supply Route Escort

    The Arrival: Morning

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    Maximilian
    Riding up with his prized horse, Eagle Runner. Maximilian waited patiently. It should only be a few more moments. The General of Flanst had waited on the Astorean border with his squad for the past few days. Just outside of this woodland was the death trap known as Naryu Canyon. Every time he had to guide his fellows through that nightmare it brought him shivers. Thankfully this mission did not require that terrible risk. Rather, he was here waiting for a certain delivery.

    A small spark of magic rose out of the path of grass several feet ahead of him. With a nod and a smile Max knew that this meant success. His lady had successfully gained their aid. He could not imagine how difficult this would have been otherwise. It would have required a entire clearing of Titanius again. Lady Saya should only be expected to lead those so many times. Max was steadfastly against the over dependence his lady was placing on the young lady to deal with it over and over again.

    The bolt of magic appeared again and this time it tore a hole in the very air itself. A swirling gateway remained. One just large enough to allow safe passage for a wagon. Of course, there were not just one. Several gates opened and out came a single wagon from each. Within those wagons?

    "Ho there! I am so grateful for your assistance here! I am sure my lady is also very thankful as well."

    Max said trotting up to a middle aged woman and her two male wizard companions. He made a shocked look at the discovery of just who this was. She was the famed Elementalist? He had thought her gone!

    "Lady Terra! It's you! What are you doing back with the Academia Mages? I thought you had left on a journey to seek your daughter? Did you find her?!"

    The heavy make up and large witch's hat was not enough to hide her true feelings. Which was a somber and tired look. However Terra responded as if she was completely fine and in control. She was never known as a weak person or someone who worried about something for too long. Most things she believed magic could fix. The loss of said daughter was the one thing that ever made her feel this way but it would not stop her from assisting here.

    "Maximilian, Don't stress yourself dear. I decided to return of my own accord. No it was not what fate willed it seems... anyway."

    The woman made a wave of a ring encrusted hand towards the set of wagons.

    "The supplies that my favorite Little Prissy Missy wanted. All accounted for right in these snug little wagons. It takes a lot of mana to create these gates and we need to head back or the planar door will shatter. It's been acting really funny lately. Mana in gene- no worries. It's fine."

    Terra winked to Max with a smile.

    "You can handle it right pretty boy?"

    Blushing Max rubbed the back of his neck and nodded. The woman was distractedly beautiful even at her age. It was unfortunate she had to deal with the stress she currently was going through. He wished her the best and bid her farewell. The mages made their exit back through the last gate. The wagons had no drivers so he had his men and their horses begin arrangements to attach their horses to the wagons, while the soldiers acted as drivers. That left very few for defending them from bandits and monsters...

    Not to mention there were rumors Max picked up while staying in Vintergard of increased Orc activity in this area.

    Of course this was where Astorea, local mercenaries. and adventurers came in! He had sent a message that today was the day of the promised supplies from House Flanst to Astorea. Now that they were in King Astor's land, hopefully they could survive the trip!


    Event Guidelines


    You and your allies have received the message to assist Maximilian Faulkner with safe delivery of the crucial supplies for Astoreas recovery and future. Together you would arrive one way or another at the caravan's location in Western Astorea. Now You must ensure that they survive along with the goods, come what may...

    On your first post of arrival, you may organize your party into the following roles. These effect your starting Zones during the event:

    • Vanguard
    • Right Guard
    • Left Guard
    • Rearguard
    • Scout

    You do not have to fill all of the roles. You may place more than one member in a single role.

    The Caravan of Wagons has a total combined 1000 HP. The lower this becomes the less supplies arrive at Vintergard.

    • minimum of 100 words and maximum of 500 words. No more, no less.
    • 1 post per character per cycle, with DM posts resetting the cycle every 24 hours.
    • All dice must be rolled in this thread.
    • If you want to do some extra communication between party members, do so here.
    • This first post should include arrival, as well as what your characters do to prepare for the coming battle. The action you can take for this round are any one of the below:
      If you have Harmonic Magic, Nature Magic, Spirit Magic or White Magic, you can use the Support spreadsheet to preemptively buff yourself or others with your spellcasting.

      If you have Tinker, Berserk or Summoning Magic, you can use the Support spreadsheet to preemptively buff yourself, either through working yourself up into a rage, priming your Tinkering machines, or by summoning your magic familiar.
      If you have Astral Magic, Beast Taming or Hunting, you can make a d100 roll in the Roll Thread, getting a +5 bonus for every tier in the relevant mastery past Beginner. The result of the total number of these rolls made on the first cycle may effect the course of the quest in various ways. Which will be reveled by DM on the next cycle.
      If you have Incognito, Acrobat, Illusion Magic, or Martial Arts , you can approach cautiously and stealthily, halving any damage you may take on the next cycle.
      If you have Shield, Geomancy, Hydromancy, or Parry, you can protect a single other person in your party from damage they may take in the following round, provided they are in the same Zone as you. In return, you will be the one taking damage for them.
      If half your party agrees, including the Leader. You may rush to hasten the journey to Vintergard. This is reckless and only for the brave, confident or... foolish.
    • At the end of your post, place your character in one of the roles listed above.
    • Show Tertoria the capabilities of Astorea and it's allies! Don't make King Astor look like a fool..
    HTML:
    [bg]
    [health]### / ###[/health]
    [/bg]
    
    Post here
    
    [CENTER][b2]Action (mention others if it affects them)[/b2]
    [score]Roll + Bonuses = Total[/score]
    Roll / Tracker
    
    [/CENTER]
    
     
    Last edited: Jan 26, 2018

    • 175 / 175 HP



    Astorea's proclivity to call on him of late made Kijin particularly fond of this job. It took him far from the capital he knew, and deeper into the unknown reaches of Terrasphere. His eyes wandered the trail as he approached the rendezvous point his benefactors had discussed, but his mind only partially remained on the task at hand.

    He skimmed the treeline with an appraising eye, the reddish hue of his pupil shifting to an electric green for a moment as he activated one of th subskills from his Hunting Mastery, "Inquisitive Eyes," tapping into the enhanced senses it provided him to remain aware of any potential threats as they might arise.

    As he grew closer to the group, his attentions further diverged and he only half kept himself apprised of their surroundings. After the pleasantries are over, I can concentrate, he told himself.

    At first, he did not recognize anyone- save for by reputation, perhaps. His job was to keep them safe and their precious cargo intact, so as he reported, he did so curtly. "I'll take my place at Vanguard, if there are no objections," he said without ever bothering to give his name or vocation. He continued to walk, and he settled into the lead as others began to filter onto the scene.

    Scouting
    19 + 10 = 29
    Roll /
    Tracker
     

    • 147 / 147 HP



    Aalam had left the duke’s land to do the job he would have been there sooner, but there was a stop that he had to make first. He only had one quiver full of arrows on him when he had left the duke’s manor, and that was not going to be enough, so he had gotten his extra quiver and stuffed it full of arrows just in case. The report was made too sound as if this went wrong it could negatively affect the country. Reaching the location that they were all supposed to meet up at most he had seen before withering near the castle or on the watch. He did think that he saw one of the other dukes but he wasn't honestly sure, and he knew Cain well enough.

    He was expecting a trap in the first mile of the journey; it was just something that he could feel might be coming. Throwing up the hood to keep the sun out of his eyes as he looked around, resting his spare quiver on the wagon. There was no way he would be able to carry both quivers at the same time. It seemed that someone had already claimed the spot of the vanguard and that was fine with him there was thing that he need to look out for. That would be best done if he was scouting out ahead. “If you take the Vanguard then I will scout ahead to keep a look out for anything that we might come across. Also the name is Aalam.” He started to head out a little ways in front looking for that trap that he knew was coming.

    Scouting
    54 + 15 = 69
    Roll / Tracker

     

    • 127 / 127 HP



    Regardless of her previous practices, Nalla was still a bit nervous when it came to the application of her newfound, fiery capabilities. But alas, when one's limitations are unknown, a certain degree of testing is in order, so when the opportunity to take upon a task presented itself, she gladly proceeded. She the arduous learning curve from when she had practiced arcanamancy, and while the thought was daunting, she had much more experience now overall.

    Accompanying her close friend and ally Claire, she wondered to herself whether she would have taken on the task if she had been alone in the endeavor. The hypothetical ran a few times over in her mind, part of her admitting that she probably would have let the opportunity pass, while another side argued a less dependent notion. In the reality of things, the task would have been dismissed without second thought. Timidity has a way of disrupting those kinds of requests. Coming upon the rendezvous site, she set these thoughts to the side.

    Nalla greeted Aalam and Kijin each with an odd sort of smile. It was the expression you might see upon the face of a familiar stranger. One whom has passed many times, but no words have been shared with. To Nalla, their faces were indeed familiar, but through different eyes had she seen them. With a nod, she dismissed this smile, and shifted her tone more appropriately to the topic at hand.

    "I'll take up the left flank, if that's fair with you?" Her eyes pointed first towards the two males, who seemed already proceeding with duties, then shifted finally upon Claire, offering her friend a smile of reassurance. "This should be fun!" Bringing her hands together in front of her stomach, she leisurely cracked her knuckles, wisps of ember and fire leaking from the vocal joints. Her smile to the friend, though reassuring to an extent, was mainly for her own comfort. While she could not find solace or security in the volatile fire within her hands, at least there was someone she could rely on when the chaos began.

    Aggressive Prep (Berzerk)
    10 + 26 = 36
    Roll / Tracker

     

    • 190 / 190 HP



    "Just like old times," Claire mused, glancing over at Nalla. It had been quite a while since they last set out together. And with her friend at her side, Claire could relax a bit as she had someone she trusted watching her back.

    Upon reaching the rendezvous point, it was again nice to discover that there were some other people she knew joining up for this mission as well. Claire gave a nod to both Aalam and Kijin, recognizing them as the commanders during the Falderen invasion a while back. The others were less familiar to her, so she held off judgment until she got a better grasp of their personalities and abilities.

    "Let's hope so," she said in response to Nalla's comment, giving the other woman a small smile. "In that case, I'll take the right side."

    She looked took her proclaimed place, pulling out her quarterstaff. It never hurt to be prepared, after all. If this path really was dangerous enough to request the aid of this many players, then Claire didn't want to take her chances.

    There was a man in red who looked to be the one organizing the situation. Perhaps this was the general who had penned the request, Maximilian Faulkner. Hazarding a guess, she just said out loud to him, "We'll see these supplies safely to Vintergard, sir. You have nothing to worry about."

    Glancing over at the other who was joining her at this position, she noted that he didn't seem to be a physical fighter. She didn't see an overt weapon, and his light armor didn't offer much protection. Primarily a magic-wielder, then. From her first impressions of their current group, the vast majority of them didn't look like they had such skills. So, she'd have to keep an eye on him, in that case.

    Right Guard: Defensive Prep (@Cain Darlite)
    No roll
    No roll / Tracker

     

    • 144 / 144 HP



    "Hello, nice to meet you, let's work well together!" she said as each person arrived, robotic in tone. Soon, the entire party would be here and they'd move out.

    Soon. Please let soon come sooner!

    Kyupin rolled her shoulders back and straightened her spine, breathing in the surrounding forest to calm her nerves. The mission itself was hardly a reason to be nervous. Escort the caravan of materials to their rightful place, keep the peace, and make sure everything is fine. No biggie, right?

    She glanced to the soldiers guiding the horses, and then to the man in red. A vague sense of nostalgia bloomed in her chest when she looked at him, but she couldn’t put where from. Perhaps at a large event? Regardless, he was the face of Astorea's newest companion. Ter… Territory? Tertoria? Which meant that they'd have to make good impressions. Being one of Astorea's (perhaps unwilling) countesses made that duty even more important.

    And Kyupin would never call herself a people person – people are just too confusing compared to the much more lovable and understanding animals.

    Speaking of animals… Kyupin looked around the clearing, keeping an eye out for her beast partner. Vulcan had immediately gone out scouting, leaving her to try and miserably introduce herself to her party mates and the others. Sure, it had been on her command, but still.

    The Felis cleared her throat and nodded as people took their positions around the caravan. She, too, would fall into her own place near the rear of the entire thing. It would be easier to see and attack from the back, what with her range. The best part about being this far back? Less likely to be spotted and dragged into awkward conversation! Kyupin smiled to herself at that thought. Letting the relief of that idea gently smoosh out the nervousness gnawing at her guts, the Felis shifted her focus to the area around the caravan once more.

    Eventually, Vulcan would come back with more information for her. Until then, Kyupin would keep herself useful too by keeping an eye out for the more… immediate threats.

    Scouting
    82 + 25 = 107
    Roll / Tracker

     

    • 130 / 130 HP



    Well, everyone needed a break from killing giant pieces of shit, and somewhere along the way, it felt like that’s all that Cain had been doing. As fun as it was to ride on the back of a giant demi-god of a flipping bird, and as fun as it was to be in a constant state of near-death, the humble muse was a humble soul, and decided that, yes, a break was nice too. Compared to the hell that was ‘teamwork’ within the tunnels, the suffering that was the fight within the prison, and the purgatory that became the Watches, an escort mission may as well have been a field trip, especially with the powerhouses that had decided to come along. Kyu was always a welcome face, and despite his issues with Aalam’s frankly depressing decision making skills, Cain was willing to burying the hatchet with that grizzled archer as well. He had heard good things about this Kijin fellow too, something about getting stomped on by a mountain elemental and not instantly dying, while ‘Nalla’ was apparently associated with the ‘Eleanor Loan’ who had immortalized herself in the fight against the Fire Prince Azog.

    Really, it was enough of an all star party that Cain found himself leaning back with Claire in the Right Guard, humming a cheery little tune as he enjoyed the warmth of the weather, the sunlight streaming from the canopy below. Winter though it may be, it looked like this forest had not yet been kissed by the Ice Lady yet. Mayhaps the extra cloaks he brought won’t even be necessary!

    Subtle harmonics dipped into his words as he waved cheerily at Kyupin. It would be a long trip, and conversation always made time pass faster. “Heyo,” the muscled muse said, “Got all your mixtapes ready for this road trip, Kyu?”

    Aggressive Prep @Kyupin Felnya
    3 + 30 = 33
    Roll / Tracker
     
  2. Pandora

    Pandora

    Staff Member Game Master
    Western Astorean Wilderness
    [​IMG]
    Event: Supply Route Escort

    Somewhere: A Few Days Earlier

    img
    ? ? ? ? ?
    "I can't believe what I'm hearing! Brother! Are you a complete fool or just drunk again?! Why are we taking orders from this bitch? If I wanted to deal with one I'd go feed my Qulack! At least I can use him in battle!"

    A green skinned female Orc sat hunched forward and legs open. Her eyes were glaring with pure hatred and anger at a slender figure in the shadows of the room. Standing to the right and slightly in front of her was a large and broad Orc warrior. One of the best of the War Chieftain's raid leaders.

    'I say we just attack and take the stuff! It's simple! Our wolf riders are the strongest of all! Just give me command, I'll bring it all back and the heads of their leaders! Brother Kulgha!?'



    img
    ? ? ? ? ?
    "Quiet Ushat."

    The large brute rose his black nailed fist up and she fell silent with a growl. He focused all his attention on the female in the darkness before him. She had come with a offer of information and assistance to his groups needs. While Orcs were growing in power, making use of the wars and the removal of the Yladian's due to demonic threats. The Orcs were able to build strongholds. The War Chieftan was getting ready for a great raid someday but for now they were still too weak for the humans. Other tribes and clans had not yet been united. Orcs as a whole were not the most easy to form alliances with or among.

    Kulgha was a rare exception for his kind. He had a good head and it was noticed by his chief.Yet now, This one comes before them with a tantalizing offer. Two human kingdoms delivering goods between each other. Something that has not happened here in a very long time. Before his own family line even began breathing. This was indeed a chance unlike any other, but the risks were also great.

    "Raiding those supplies... would give us enough for as many attacks upon the humans as we wanted. For extended periods... I must say that is a good offer. On top of that you proclaim yourself as a messenger of Satar, the Great Spirit of Power. How can we trust your word? How can I lie to my comrades and tell them we are not following the direction of a stranger? A girl at that? Me and my sister would be impaled for betrayal of our ways and they would come for you shortly after."




    img
    ? ? ? ? ?
    "Awww, have I not alrrready given enough evidence? Rrright. I will not be seen by the otherrs. I just want to see the Astorreans hurrrt rrrreal bad. As many of them as possible. Maimed, slaughterrred, massacrrrrred.... including all the Terrtorrians helping them... burrrrn the humans to ash."

    A clawed hand emerged for the darkened corner. It opened it's palm. A small fire danced in the air above it. The fire began to weave between the fingertips. A lick of the lips on a half shadowed face followed.

    "You rrrreally have nothing to be afrrrraid of frrrom puny little humans like them? I thought Orrrcs were grrreat warrriorrs that live by powerr? I'm a followerr of powerrrrr. Satarrr will bless yourrrr clan when you prrove yourrrselves against the humans."

    These Orc's... they were a race that understood what the name Satar meant. Most monster clans who sought power did. Satar was a name that simply.... was power. Pure unrestrained power.

    "So... will you follow my plan orrrr not? Don't be stupid like a cliche now. All those wonderrful supplies arre just going to up and leave. Wouldn't that just be a shame... I think your warrrriorrrs would be verrrry upset if theirrrr leaderrr had lost such a chance. Hmmmmmm?"

    A genuinely friendly smile crossed the shadowy face. A tiny fang shined in the flickering light of her own flame.

    "Rrrrememberrr that the powerrr of Satarrr would be well worrth yourrrrr efforrrrts ❤."

    There was no way she would allow these Orcs to back out. The heat emitting female had a bet to win, and revenge to taste...




    Present: The Journey


    img
    Maximilian
    Maximilian felt rather relaxed. The team that had assembled seemed pretty reliable and once again Astorea had proved to amaze the man. Being from such a large nation as Tertoria was. Max was not someone who did not see strange or amazing things in his lifetime. Yet, Astorea had grown so quickly and these men and women just felt... different. It was as if they were above it all. Like even death was not that big of deal. It was interesting and maybe even frightening in a way. Truly a different breed of people for certain.

    "The journey has just begun my friends. We shall try to stick to this road and maintain a steady pace. It is cold out here after all, hahaha!"

    Max rode near the front of the Caravan. His bow rested on his back. He had little knowledge of this region other than the fastest way to Vintergard for diplomacy and was really hoping that the Astoreans will point out any interesting landmarks!

    "If any of you know a good place to stay when visiting. I'd love to hear. Someday I may invite may family to the Dark Harvest for the festivities! Of course... that is after the Tita-"

    A sound caused him to stop mid sentence. The war cry's were all around them! Orc Raiders!

    "Blast it! It just was not meant to be that we would avoid ambush! Orc Raiders everyone! Hold your ground! I will stand firm at the Caravan! We must push through!"

    The battle had begun....



    NOTES:
    • Thanks to Scouting the enemy was unable to start within target range of the Caravan!
    • Nalla is Offensively Buffed for 3 Cycles.
    • Cain will take 1/2 Damage on the first attack sustained next Cycle.
    • Kyupin is Offensively Buffed for 3 Cycles.

    Cycle 1: Event Start!

    [​IMG]
    [THEME]
    Conditions:

    Win: Max/Caravan makes it to the north most panels of the map.
    Lose: Party is Wiped, OR Max/Caravan is Eliminated


      Orc Wolf Rider A
    • 200 HP
    • Zone B4

    • Orc Wolf Rider B
    • 200 HP
    • Zone C7

    • Orc Wolf Rider C
    • 200 HP
    • Zone H5

    • Orc Wolf Rider D
    • 200 HP
    • Zone I2

    • Orc Shaman A
    • 150 HP
    • Zone D9

    • Orc Shaman B
    • 150 HP
    • Zone F9

    • Orc Warrior
    • 300 HP
    • Zone E8
      Max/Caravan
    • 1000 HP
    • Zone E2

    Starting Locations:
    Kijin (Leader) E4
    Kyupin D4
    Aalam F4
    Nalla D2
    Claire F2
    Cain F1​


    NPC Advise: The Leader of the party may on each cycle make a recommendation for which direction the Caravan should go and whether it should move two or one panel. This advice is not always followed, and bad advice can be fatal. Use this well.

    Zones There are a total of 9 Zones broken up on the map. They are distinguishable by the darker black lines separating them. When taking actions that mention Zones, remember that the entire set of panels in the Zone is accounted for.

    Energy Expenditure: All masteries cost energy to use. Whether a simple sword swing or a powerful lightning bolt. Check the Energy Guide below and use the proper energy costs for every use of your mastery. Dropping to 1 EN will cause your character to become exhausted/mind downed. This will render them unable to move, take any actions, and vulnerable to damage (x3 will be dealt).Your EN will recover by 2 if you survive that turn.

    Terrain, Range and Movement: Check the Range Guide below. All masteries have a set range of attack/support. You may move one panel per turn or two panels per turn for 1 EN. Mobility mastery of Adept allows two panel movement without losing a action (still consumes 1 EN). Attacking either on it's own or after a normal move costs the amount given in the Energy Guide. You may not attack while using the two panel move option (unless Mobility is Adept). You may not enter or pass through a panel with a enemy already present. You may not enter a panel occupied by a ally (you may pass through however). Diagonal movement is allowed.

    Resting: On any one of your turns. You may decide to simply do nothing and rest yourself. This will recover 5 EN. There are no penalties for this lack of action other than the loss of your turn to contribute.

    Terrain Key;
    DARK BROWN PANEL=Dirt Road
    The easiest path of travel for the Caravan and less adventurous adventurers.. Offers no special effects.

    WHITE PANEL=Snowy Ground
    A 2 inch thick layer of snow has recently settled onto the woodland. Hydromancy users gain a +5 to their rolls after mods if standing on one of these panels.

    GREEN PANEL=Trees
    Dense woodland that cannot be entered by the Wagons. A single panel can be burned away using Pyromancy, thus creating a DARK BROWN panel. A Nature Magic user gains a +5 Bonus to their rolls after mods if standing on one of these panels. It takes the two panel move option to enter one of these tiles. Ranged attacks receive a -10 penalty when attacking through these.

    DULL GREEN PANEL=Brush/Heavy Foliage
    Thickets, bushes and other difficult to traverse plant life. Even in winter there remains a fair amount to get in the way of hasty travels. You may enter these with normal movement, however you may not use two panel move to cross over one of these panels. A single panel can be burned away using Pyromancy, thus creating a DARK BROWN panel . A Nature Magic user gains a +5 Bonus to their rolls after mods if standing on one of these panels.


    Actions
    Everyone is allowed to perform one of these actions per cycle. RP-wise, you can do a number of things, but the system only counts the action you pick from the spreadsheets. When selecting special actions available to your specific masteries such as Disruption, use the sheet that has Interrupt (Tank) for the results. Another example is using Protect when using a Defensive Buff to find the results (again in the Tank sheet!).
    • Tank - Protect allies, disrupt enemies, and mitigate zonal damage.
    • DPS - Damage, damage, and more damage.
    • Support - Heal, buff, and dispel conditions from allies.
    Do not forget to read the Guide below! Especially for your character!​

    Slashing: RA=Adjacent Panel, EN=2
    Slash (damage): Normal Slashing attack. Roll 1d100
    Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding)

    Parry: RA=Adjacent Panel, EN=2
    Parry (defense): Take a defensive stance. -1/2 Physical Damage to self from the first attack next turn. No Roll
    Feint (disruption): Attempt to disrupt a target with a flashy move. Roll 1d100 - 1/2

    Hunting RA=Adjacent Panel, EN=2
    Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.


    Hydromancy: RA=Up to 3 Panels Away, EN=2
    Hydro Attack (damage): Normal Hydromancy attack. Roll 1d100
    Reckless Hydro (reckless damage): Reckless Hydromancy attack. Roll 2d100
    Ice Wall (obstacle): Place a Ice wall on a WHITE PANEL. No Roll
    Blow Snow (disruption): Blow the settled snow on the ground at a target standing on a WHITE PANEL. Roll 1d100 - 1/2

    Bludgeon:RA=Adajcent Panel, EN=2
    Blunt Attack (damage): Normal Bludgeon attack. Roll 1d100
    Stun Attack (disruption): Tries to stun a target during attack. Roll 1d100 - 1/2
    Reckless Bludgeon (reckless damage): Reckless Bludgeon attack. Roll 2d100

    Incognito:RA=Self, EN=2
    Hide (utility): When on a GREEN PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100

    Spellbane:RA=Self, EN=2
    Magic Res Up (passive): Receive -5 from magic attacks. No Roll
    Magicless Veil (disruption): Attempts to create a barrier that rejects mana flowing to and from a target's body. Causing casting failure. Roll 1d100 -1/2


    Range: RA=Up to 4 Panels Away, EN=2
    Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
    Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100

    Beast Taming See Beast Taming below...

    Incognito:RA=Self, EN=2
    Hide (utility): When on a GREEN PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100

    Pyromancy: RA=Up to 4 Panels Away, EN=3
    Pyro Attack (damage): Normal Pyromancy attack (turns GREEN PANELS DARK BROWN). Roll 1d100
    Reckless Pyro (reckless damage):Reckless Pyromancy attack (turns GREEN PANELS DARK BROWN) . Roll 2d100 (Total Roll over 100 causes Burning)
    Area Burn (zonal damage): AOE Pyro attack on self's Zone (turns GREEN PANELS BROWN). Roll 1d100 -1/2

    Berserk: RA=Adjacent Panel, EN=2
    Get Pumped (support): Buff Offense. Roll 1d12 for self, 1d6 for self and up to 3 adjacent allies.
    Adrenaline (passive): Receive +2 to offense after all mods, -2 Damage from all attacks. No Rolls

    Hunting RA=Adjacent Panel, EN=2
    Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.

    Summoning Magic See Summoning Magic below...

    Harmonic Magic: RA=Up to 2 Panels Away, EN=2
    Harmony (support): Normal Harmonic Magic support. Use Support Sheet and select a action. Roll accordingly.
    Harmonic Field (reckless zonal support): Dispel all ailments and debuffs to allies in your Zone, however receive 2x damage if struck before next turn. No Roll
    Disharmony (reckless zonal disrupt): Use Harmonics to bring ailments and debuffs to enemies in your Zone, however receive 2x damage if struck before next turn. Roll 1d100 -1/2

    Arcanamcy: RA=Up to 4 Panels Away, EN=4
    Blast (damage): Normal Arcanamancy attack. Roll 1d100
    Channeled Blast (reckless damage): Reckless Arcanamancy attack. Roll 2d100
    Mana Burst (zonal damage): AOE Arcana attack on self's Zone. Roll 1d100 -1/2
    Magic Explosion (reckless zonal): AOE Arcane attack on self's Zone (will receive x3 damage instead of the normal x2 if struck). Roll 2d100 -1/2

    Acrobat: RA=Self, EN=2
    Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
    Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.


    Range: RA=Up to 4 Panels Away, EN=2
    Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
    Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100

    Beast Taming See Beast Taming below...

    Acrobat: RA=Self, EN=2
    Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
    Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.

    Slashing: RA=Adjacent Panel, EN=2
    Slash (damage): Normal Slashing attack. Roll 1d100
    Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding)

    If you are a Beast Tamer, your Beast has its own HP and actions. The modifier for their rolls is +5 for every tier of rarity. Refer to the Equipment section of the Wiki for information on Rarity. For example, a Basic pet will have +5, while a Great pet will have +20.

    Their maximum HP is 50 + modifier.
    They can Attack, dealing d20 + modifier damage in Melee combat.
    They can Protect one person in the same Zone as themselves.
    They cannot be buffed, and can only be healed by their Tamer.
    They can only move two panels away from their Tamer.

    If you are a Summoner, your Summon has its own HP and actions. The modifier for their rolls is +5 for every tier of your Summon mastery. Refer to the Mastery section of the Wiki for information on Tier. For example, a Novice Summon will have +5, while a Adept Summon will have +20.

    Their maximum HP is 50 + modifier.
    They can Attack, dealing d20 + modifier damage in Melee combat.
    They can Protect one person in the same Zone as themselves.
    They cannot be buffed, and can only be healed by their Summoner.
    They can only move two panels away from their Summoner.

    HTML:
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    Last edited: Jan 28, 2018
  3. 175 / 175 HP

  4. Zone E4


  5. Energy13 / 15
    Condition

    "Stay calm," Kijin called back over his shoulder to Maximilian, one hand raised. "We were able to spot them before they got to close. Hold your position for now." In truth, the adrenaline already welled up inside the swordsman and the very thought of crossing his blade with a host of orcs sent a shiver of delight down his spine. He knew the same fear that spurred the reactions in this Tertorian, but they elicited something starkly different in him.

    He stifled his initial urge to rush headlong into combat; if he were to rush forward without some semblance of a plan in place, they might scatter and move dangerously. He needed to give the people he was defending a sense of security- and he needed solidarity from the others to assure that.

    "You," he indicated the Felis to his left. "Kyupin, was it? Work with the young lady on the left flank to suppress any attackers from our side. Eliminate if possible, but simply holding them at a distance will help to prevent unnecessary damage to our cargo." (@Kyupin Felnya @Nalla)

    "@Aalam Abungu," he turned to the man who had held Southwatch at his side, a trusted field commander and someone he knew would be a book on this battlefield, "take @Claire Thalassa and clear out the pathway to our right. If the enemy bears down on us, we will need that space to fall back and regroup."

    He reached into the depths of his black jerkin and produced several small items, a satchel and something that looked akin to grey dust. It had a sooty, sulfuric and acrid stench about it. "Watch your step," he told the two closest to him as he reached out and carefully dropped the deceptively small pouch onto a patch of snow just ahead of him. "Happy Hunting," he told them both.

    His gaze turned back to @Cain Darlite, who he did not know, but for the fact that he was their healer. "Stick close to the caravan if you can help it," he instructed. "Our survival hinges on your safety, so I can I'll afford you jumping headlong onto the front line. I hope you understand."

    At last, he drew his own sword and watched for the movements to unfold around him. "I won't blame you," he added to the Cleric over his shoulder, "if you want to take a few shots from a distance, though."

    He wore a savage, toothy grin.

    Set Trap (Action Cancel) at E5 (Aalam and Kyupin, watch your step.)
    No Roll/ Tracker
     
    Last edited: Jan 29, 2018

    • 190 / 190 HP
    • Zone G2


    Energy: 13/15
    Condition: None

    The scouting by the other members of the party turned out to have saved them a whole world of grief. They could have strolled right on into an ambush if not for the keen eyes and ears of the others. As it was though, they were still getting menaced by orcs on all sides.

    Time to thin out the herd a bit, then. Kijin's plan of action was sound. Glancing about the area, getting a bit of space was looking pretty good. It'd give them and the caravan some wiggle room if the orcs decided to advance. Right side it was.

    One of the orcs on wolves was too far away for her at the moment, but Aalam seemed like he had that area covered. Right then. The other one almost directly across from the caravan would be getting a nasty little surprise.

    Murmuring the incantation beneath her breath, she formed a bolt of ice in the air, long and thin like a spear. With a flick of her wrist, she sent it flying at her target, watching in satisfaction as it tore through the orc. Stepping up into the brush, she smiled. "You're not going anywhere," she said to it, not knowing and not particularly caring if it understood her.

    Hydromancy Attack on Wolf Rider D
    38 + 15 + 5 = 58
    Wolf Rider D: 142/200
    Roll / Tracker

     
    • 130/130 HP
    • Zone F2

    Energy 18/20
    Condition 1/2 Damage Received For One Cycle

    Yes! Mid journey entertainment!

    “C’mon Max,” Cain called out, a laugh easily sliding out at the sight of those green, mean raiding machines, “It’s not an escort mission without at least one ambush, right? If this is the route we’ll be taking from now on for present and future caravan trips, let’s make sure these fellas understand to leave us well alone!”

    It was nice to have a kindred soul with the leader of the group too, the combination of a calm mind and a savage smile being so alike, yet so different from Cain’s own mindset. Dark eyes flickered across the terrain, catching snowy patches and dense shrubbery alike, before the midnight haired muse brandished his Ivory Reminiscence, the nightscape banner alive with Harmonic magic. Those imaginary veins were firing up once more, the thrum beneath his skin originating both from mana and from adrenaline as he faced not his foes, but his friends.

    What was a song appropriate for this encounter? What shall he sing to start their journey in earnest, as sorcery and steel painted the nascent snowfall red with orcish blood?

    “I’ll make sure to stick by the biggest target in the group,” the muse replied, “Just be sure to be close enough that you can fall back and receive my blessings when you need it. Now…everybody, clap your hands!”

    With signature flair, the splendidly dressed bard brought his hands together, and a thunderclap sounded. The trees swayed, the earth thrummed, the wind whistled, and the sunlight bent, as his steps took an irregular form, setting the rhythm for his flag dance.

    One at a time, until it formed a resonant trinity. Still holding onto the vespers of harmony that empowered Kyupin, Cain extended his power over Aalam as well, a second heartbeat mirroring the archer’s own, his natural might swelling, blooming, doubling.

    “Be counting on you to protect me, Lady Claire,” the muse winked, before realizing his human shield had gone and engaged the enemy instead.

    Welp.

    Single Buff @Aalam Abungu
    6 + 30 = 36
    Roll / Tracker
     

    • 147 /147 HP
    • Zone F3


    Energy 12/15
    Condition

    Well, it seemed that he was right, as he heard the cries of orc riders in the areas around them it looked like there was a trap waiting for them. It was times like this that he hating being right. Equipping his bow and feeling its weight in his hand, trying the judge the distance to the raider. It would be an annoying shot he was behind some forestry but was moving through snow, so that was slowing the wolf down. He needed to clear up his aim moving back closer to the wagon so that he wouldn’t have to shoot through the trees; there was a small sweet spot that he was going to have to use.

    Pulling out one of the arrows, from his quiver nocking the arrow as he lined up as shot. He wasn’t going to be able to aim straight at the rider; he needed to make sure that he didn’t miss. So he aimed further up he needed it to come down and hit in the body mass of the orc.

    He heard Cain saying something; it was that musically thing that he always seemed to do when it was time to fight. However, even if it was something that he wasn’t too fond of he couldn’t deny that feeling that he got from it. It was like he could pull more power out of his muscles and transfer that energy to his bow. Giving it that extra punch to take the creature down, it was the reason he liked people like Cain. He might not agree with the man, but he did like what he was able to do with his music.

    Taking a breath as he pulled his arrow back letting it fly past his finger as he exhaled, it cut through the air to slam into the orc rider’s chest. It wasn’t enough to kill the creature, but however, it should be wounded heavily

    Moving to F3 and shooting a orc rider C
    134 + 36 =30 /200
    Roll / Tracker

     
    Last edited: Jan 28, 2018

    • 144 / 144 HP
    • Zone D4


    Energy 13/15
    Condition Offensively Buffed (+33) for 3 Cycles (1/3)

    Before she could reply to the ever-cheerful Cain, Vulcan sprang out of the woods with a howl. Orcs! Kyupin, rushing forward to greet her loyal canine, forgot entirely about any witty or cheerful remarks. The only thing on her mind was how to get through what seemed to be an ambush. Kyupin nodded as Kijin quickly took control of the situation, commanding people left and right. Neutralize the people on her side, through whatever means necessary.

    Combat raged all around her as teammates let their own powerful attacks loose, and underneath the budding chaos of it all, Kyupin could feel Cain's own brand of magic tingling in her bones. A buff?

    The Felis licked her lips. For such a subdued, warm-hearted girl, she still had the hunting instinct of any cat buried deep inside of her. She rubbed feather-soft fletching between finger and thumb, humming along to the thrum of music that enchanted her. Beast and tamer alike locked on to their target. An orc, hiding behind the woods. Did it think it could hide from her arrows? From Vulcan's maw?

    She let loose. One arrow, two arrows, three – her arm blurring with speed as she nocked one arrow after another and let all hell loose upon the orc. By themselves, the arrows would do nothing. But all together and with her narrowed gaze? Oh, yes, they would hurt.

    "Sorry," she called out, "but I won't let you hurt my friends."

    img
    Vulcan ( 75 / 75 HP - Zone C4 )
    Vulcan leaps into the woods between Kyupin and the targeted orc, snarling. If it wants to get to his master, it'll have to get through him. The large wolf bares his fangs. The trees are a little too dense to charge straight through, but he can see the orc now. Just a little closer… and he'll pounce.


    Reckless Attacking [Orc Wolf Rider A] at B4
    35 + 7 + 33 + 45 - 10 = 110
    Roll / Tracker

     

    • 127 / 127 HP
    • Zone D2


    Energy 17/20
    Condition Offensive Buff +36, Turn 1/3

    Combat! An opportunity to test her mettle! Fantastic, her first imagination began, spotting an adversary not far off from her own location. Bringing her hands forth, she attempted to bring forth fiery animation to her palms. She knew that one distraction from her focus could mean the concentration of her attack could be lost, but it was not distraction that delivered unto her failure. Rather a lack of understanding.

    She had taken weeks previously to understand the posture of arcanamancy, or at the very least the posture that she had found most potent. Now, the same struggles that once begot her arose from slumber. She felt the twinge in her brain of an unprepared overload of energy, dispersed in time. That ache in the back of her head, like a needle through the back of her brain.

    "Gah," She spat. Foolish! Bringing her hands back, she dug her nails into the position of this piercing pain, hoping to negate some of it. With eyes open, she witnessed her old friend @Kyupin Felnya firing arrows through the trees with some unheard of accuracy. A smirk came to Nalla's lip, the spirit of competition leaking into her voice, long repressed through the identity of Eleanor. "Well, I'm not gonna let you show me up, friend!" She muttered.

    Packing her hands together, she opened them an instant later, having forged a hot sphere between them. Pulling back her arm, the lobbed projectile, as though it were a grenade, exploded on impact striking the earth just near to the mounted orc, throwing the enemy off of his burning animal companion, the fire licking at the wolf's legs.

    "Boom!" She chuckled to herself. Good fun, this new magic was! She was careful not to tarnish her thoughts of enjoyment with the lingering knowledge of personal incompetence.

    Attack (Orc Wolf Rider A)
    7 + 36 + 45 + 12 = 100
    Roll / Tracker

     
  6. Pandora

    Pandora

    Staff Member Game Master
    NPC Actions

    img
    Maximilian
    "Hold position men, we should not get ahead of the escort party or it will leave us vulnerable! Foul green beasts! We have ousted your kind to the borders of our lands and if my marksmanship can help it... you will be removed from the lands of those who are our allies as well! Take this!"



    NOTES:
    • Maximilian dealt 100 Damage to Orc Wolf Rider B.
    • Aalam ias Offensively Buffed for 2 cycles.
    • Nalla is Offensively Buffed for 2 more Cycles.
    • Kyupin is Offensively Buffed for 2 more Cycles.

    Cycle 2: A Stray Caenis?

    [​IMG]
    [THEME]
    Conditions:

    Win: Max/Caravan makes it to the north most panels of the map.
    Lose: Party is Wiped, OR Max/Caravan is Eliminated
    img
    ? ? ? ?
    "Oooooh. Lookie herrre.. A fight! Maybe I could help? Ugly Orrrcs everrywhere especially you two! A carrrravan and some humans too... hmmmm.... maybe I should grrrab some snacks and watch instead."



    The two Orc Shamans turned and only stared in a awkward shock as a pillar of fire burst from the ground between them shooting up as if there was a mini volcano at the spot it burst from. A somewhat tall and lithe looking female with Caenis like features remained as the flames dissipated.

    The Southwestern Rider (A) screamed as he and his beast burned to ashes. Only blackened corpses and the smoke of @Nalla's excellent work remained.

    The Northwestern Rider (B) slammed his weapon upon the side of his savage Dire Wolf. Charging at full speed over the snow with no difficulties. Seeing his kin already sustaining this much damage from weakling humans was unforgivable. The Rider swung his halberd in a wide arc it turned to his flank before @Kyupin Felnya . Slicing the Felis easily across the chest with it's blade end. Hatred in his eyes as he hoped to slaughter the child like girl and bring the same anger it felt to the humans. Only moments after however, a powerful arrow slammed into his own chest causing him to realize he may be joining his comrade soon.

    The Northeastern Rider (C) was surprised by the fierce attack already given by @Aalam Abungu. However the dying monster pushed forward recklessly with fury. Swinging it's halberd wildly in front of him. Many times even hitting the wolf's head with the shaft. Some blows did hit their target though as Aalam's blood reddened the snow.

    Damaged by @Claire Thalassa's magic but not at all slowed down. The Southwestern Rider (D) quickly flanked the trees and swung his halberd hard as it passed the white haired woman. The blow sliced across her arm causing a significant wound but it was obvious she was not yet unable to fight.

    All the while the large Orc Warrior lumbered forward with his enormous spiked club. The sounds of the rising pillar of flame stole his attention for a moment. Causing him to glance behind only to see some girl there now. Confused but still mentally in combat mode. The monster simply growled in irritation

      Orc Wolf Rider A
    • DEAD HP

    • Orc Wolf Rider B
    • 100/200 HP
    • Zone D5

    • Orc Wolf Rider C
    • 30/200 HP
    • Zone G4

    • Orc Wolf Rider D
    • 142/200 HP
    • Zone G1

    • Orc Shaman A
    • 150 HP
    • Zone D9

    • Orc Shaman B
    • 150 HP
    • Zone F9

    • Orc Warrior
    • 300 HP
    • Zone E6
      Max/Caravan
    • 1000 HP
    • Zone E2
      ? ? ? ?
    • ? ? ? ? HP
    • Zone E9


    Locations and Damage:
    Kijin (Leader) E4
    Kyupin, D4 -30 HP
    (Kyupin's Tame: Vulcan C4)
    Aalam F3, -30 HP
    Nalla D2
    Claire G2, -30 HP
    Cain F2​


    NPC Advise: The Leader of the party may on each cycle make a recommendation for which direction the Caravan should go and whether it should move two or one panel. This advice is not always followed, and bad advice can be fatal. Use this well.

    Zones There are a total of 9 Zones broken up on the map. They are distinguishable by the darker black lines separating them. When taking actions that mention Zones, remember that the entire set of panels in the Zone is accounted for.

    Energy Expenditure: All masteries cost energy to use. Whether a simple sword swing or a powerful lightning bolt. Check the Energy Guide below and use the proper energy costs for every use of your mastery. Dropping to 1 EN will cause your character to become exhausted/mind downed. This will render them unable to move, take any actions, and vulnerable to damage (x3 will be dealt).Your EN will recover by 2 if you survive that turn.

    Terrain, Range and Movement: Check the Range Guide below. All masteries have a set range of attack/support. You may move one panel per turn or two panels per turn for 1 EN. Mobility mastery of Adept allows two panel movement without losing a action (still consumes 1 EN). Attacking either on it's own or after a normal move costs the amount given in the Energy Guide. You may not attack while using the two panel move option (unless Mobility is Adept). You may not enter or pass through a panel with a enemy already present. You may not enter a panel occupied by a ally (you may pass through however). Diagonal movement is allowed.

    Resting: On any one of your turns. You may decide to simply do nothing and rest yourself. This will recover 5 EN. There are no penalties for this lack of action other than the loss of your turn to contribute.

    Terrain Key;
    DARK BROWN PANEL=Dirt Road
    The easiest path of travel for the Caravan and less adventurous adventurers.. Offers no special effects.

    WHITE PANEL=Snowy Ground
    A 2 inch thick layer of snow has recently settled onto the woodland. Hydromancy users gain a +5 to their rolls after mods if standing on one of these panels.

    GREEN PANEL=Trees
    Dense woodland that cannot be entered by the Wagons. A single panel can be burned away using Pyromancy, thus creating a DARK BROWN panel. A Nature Magic user gains a +5 Bonus to their rolls after mods if standing on one of these panels. It takes the two panel move option to enter one of these tiles. Ranged attacks receive a -10 penalty when attacking through these.

    DULL GREEN PANEL=Brush/Heavy Foliage
    Thickets, bushes and other difficult to traverse plant life. Even in winter there remains a fair amount to get in the way of hasty travels. You may enter these with normal movement, however you may not use two panel move to cross over one of these panels. A single panel can be burned away using Pyromancy, thus creating a DARK BROWN panel . A Nature Magic user gains a +5 Bonus to their rolls after mods if standing on one of these panels.


    Actions
    Everyone is allowed to perform one of these actions per cycle. RP-wise, you can do a number of things, but the system only counts the action you pick from the spreadsheets. When selecting special actions available to your specific masteries such as Disruption, use the sheet that has Interrupt (Tank) for the results. Another example is using Protect when using a Defensive Buff to find the results (again in the Tank sheet!).
    • Tank - Protect allies, disrupt enemies, and mitigate zonal damage.
    • DPS - Damage, damage, and more damage.
    • Support - Heal, buff, and dispel conditions from allies.
    Do not forget to read the Guide below! Especially for your character!​

    Slashing: RA=Adjacent Panel, EN=2
    Slash (damage): Normal Slashing attack. Roll 1d100
    Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding)

    Parry: RA=Adjacent Panel, EN=2
    Parry (defense): Take a defensive stance. -1/2 Physical Damage to self from the first attack next turn. No Roll
    Feint (disruption): Attempt to disrupt a target with a flashy move. Roll 1d100 - 1/2

    Hunting RA=Adjacent Panel, EN=2
    Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.


    Hydromancy: RA=Up to 3 Panels Away, EN=2
    Hydro Attack (damage): Normal Hydromancy attack. Roll 1d100
    Reckless Hydro (reckless damage): Reckless Hydromancy attack. Roll 2d100
    Ice Wall (obstacle): Place a Ice wall on a WHITE PANEL. No Roll
    Blow Snow (disruption): Blow the settled snow on the ground at a target standing on a WHITE PANEL. Roll 1d100 - 1/2

    Bludgeon:RA=Adajcent Panel, EN=2
    Blunt Attack (damage): Normal Bludgeon attack. Roll 1d100
    Stun Attack (disruption): Tries to stun a target during attack. Roll 1d100 - 1/2
    Reckless Bludgeon (reckless damage): Reckless Bludgeon attack. Roll 2d100

    Incognito:RA=Self, EN=2
    Hide (utility): When on a GREEN PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100

    Spellbane:RA=Self, EN=2
    Magic Res Up (passive): Receive -5 from magic attacks. No Roll
    Magicless Veil (disruption): Attempts to create a barrier that rejects mana flowing to and from a target's body. Causing casting failure. Roll 1d100 -1/2


    Range: RA=Up to 4 Panels Away, EN=2
    Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
    Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100

    Beast Taming See Beast Taming below...

    Incognito:RA=Self, EN=2
    Hide (utility): When on a GREEN PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100

    Pyromancy: RA=Up to 4 Panels Away, EN=3
    Pyro Attack (damage): Normal Pyromancy attack (turns GREEN PANELS DARK BROWN). Roll 1d100
    Reckless Pyro (reckless damage):Reckless Pyromancy attack (turns GREEN PANELS DARK BROWN) . Roll 2d100 (Total Roll over 100 causes Burning)
    Area Burn (zonal damage): AOE Pyro attack on self's Zone (turns GREEN PANELS BROWN). Roll 1d100 -1/2

    Berserk: RA=Adjacent Panel, EN=2
    Get Pumped (support): Buff Offense. Roll 1d12 for self, 1d6 for self and up to 3 adjacent allies.
    Adrenaline (passive): Receive +2 to offense after all mods, -2 Damage from all attacks. No Rolls

    Hunting RA=Adjacent Panel, EN=2
    Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.

    Summoning Magic See Summoning Magic below...

    Harmonic Magic: RA=Up to 2 Panels Away, EN=2
    Harmony (support): Normal Harmonic Magic support. Use Support Sheet and select a action. Roll accordingly.
    Harmonic Field (reckless zonal support): Dispel all ailments and debuffs to allies in your Zone, however receive 2x damage if struck before next turn. No Roll
    Disharmony (reckless zonal disrupt): Use Harmonics to bring ailments and debuffs to enemies in your Zone, however receive 2x damage if struck before next turn. Roll 1d100 -1/2

    Arcanamcy: RA=Up to 4 Panels Away, EN=4
    Blast (damage): Normal Arcanamancy attack. Roll 1d100
    Channeled Blast (reckless damage): Reckless Arcanamancy attack. Roll 2d100
    Mana Burst (zonal damage): AOE Arcana attack on self's Zone. Roll 1d100 -1/2
    Magic Explosion (reckless zonal): AOE Arcane attack on self's Zone (will receive x3 damage instead of the normal x2 if struck). Roll 2d100 -1/2

    Acrobat: RA=Self, EN=2
    Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
    Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.


    Range: RA=Up to 4 Panels Away, EN=2
    Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
    Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100

    Beast Taming See Beast Taming below...

    Acrobat: RA=Self, EN=2
    Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
    Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.

    Slashing: RA=Adjacent Panel, EN=2
    Slash (damage): Normal Slashing attack. Roll 1d100
    Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding)

    If you are a Beast Tamer, your Beast has its own HP and actions. The modifier for their rolls is +5 for every tier of rarity. Refer to the Equipment section of the Wiki for information on Rarity. For example, a Basic pet will have +5, while a Great pet will have +20.

    Their maximum HP is 50 + modifier.
    They can Attack, dealing d20 + modifier damage in Melee combat.
    They can Protect one person in the same Zone as themselves.
    They cannot be buffed, and can only be healed by their Tamer.
    They can only move two panels away from their Tamer.

    If you are a Summoner, your Summon has its own HP and actions. The modifier for their rolls is +5 for every tier of your Summon mastery. Refer to the Mastery section of the Wiki for information on Tier. For example, a Novice Summon will have +5, while a Adept Summon will have +20.

    Their maximum HP is 50 + modifier.
    They can Attack, dealing d20 + modifier damage in Melee combat.
    They can Protect one person in the same Zone as themselves.
    They cannot be buffed, and can only be healed by their Summoner.
    They can only move two panels away from their Summoner.

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