(Event) Supply Route Escort | Page 3

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

    • 127 / 127 HP
    • Zone D1


    Energy 12/20
    Condition Offensive Buff +36, Turn 3/3

    Hearing the words of @Cain Darlite, Nalla quietly listened at first, somewhat caught off guard by the choice of words. It was no doubt amusing to her, and upon the final line, she began clapping her hands in approval of the valiant battle cry. The smile that had crept across her lips evolved into a chuckle, then a cackle, then hysterical laughter. With each clap of her hand gusts of miniature ember escaped the impact, fluttering outwards.

    "Hahaha!" She halted her applause to wipe a tear from her eye. "I like it, orator! You're funny!" She had almost forgotten about the orcs just on the other side of the river, but a simple turn of her eyes reminded her of the imminent threat just across the river. With a hand on her hip, she took in a deep breath, living down the last of her laughter.

    Within her, she felt a spirit of inspiration rising as well. While she wasn't so eloquent or articulate with public speaking, she still knew a thing or two about giving people a verbal boost. Scratching the back of her head a moment, she made an attempt to dismiss her shyness, at least for a few moments, as to share a thought with the ally just ahead of her.

    "Hey Kyu!" She announced towards @Kyupin Felnya. Just as she had spoken, the semi-transparent, caped cat made it's way just next to Nalla. With a confident smirk, as though she hadn't a fear in the world, the pyromancer spoke up again. "Go get 'em, friend." Immediately following the words escaping her maw, the shadow cat shouted her own statement, a loud, "Meow!" towards the Felis, as though affirming the statement previously proposed by the purple haired host, or as though to say, 'You ought to still have my hat, don't you?' And in a moment, the faint animal vanished, taking a step behind Nalla's leg, and not appearing upon the other side. Unsummoned.

    Raising her fist so that the knuckles held at eye level, a triumphant fire roared, leaking between her knuckles and swirling around the presented limb. Hopefully, the display would be a decent bit inspiring to the archer.


    AOE Offensive Buff (Self & Kyupin)
    3 + 11 = 14
    Roll / Tracker

     

    • 84 / 144 HP
    • Zone D4


    Energy 14/15
    Condition Offensively Buffed (+33) for 3 Cycles (3/3)

    Of course there were more of them across the river – but Kyupin couldn't find it in herself to be afraid of them. She's faced worse. No, she was still concerned about that odd magical maiden from earlier. Why? Why had they done that?

    She shook in her boots as the cold threatened to blow her over. The river looked particularly unforgiving, ready to freeze her to the bones. Thankfully, Claire parted the waters just ahead of them, but the very act seemed to be exhausting. Kyupin frowned and looked over at the other side of the river, lifting her bow and stretching her bowstring taut. She couldn't reach them. Not yet. They stood just out of the range of her attack, much to her irritation. If only she were stronger! If only—no. She had to stop thinking like this.

    She shifted into the newly revealed path and held her bow and arrow, watching. Waiting.

    Vulcan, whining at her heels, tried to follow after her, but she refused. "Go protect the caravan and Sir Maximilian. They're more important right now," she commanded. Her brows softened at the final canine whine. "Please, Vulc. And thank you. I leave them in your care."

    img
    Vulcan ( 75 / 75 HP - Zone D3 )
    Vulcan hesitated until those final words from his Tamer, finally accepting his role. As much as he wanted to protect her, for the greater good of the party according to his Tamer, he'd have to cover the caravan. He leaped into position, maw snapping at the winds in warning. He didn't like leaving his tamer, but this was his job now, and damned if he fails at it. He kept particularly close to Maximilian, howling in greeting.

    Protect the Caravan


    She looked at the orcs across the water and inhaled deeply. @Nalla's warm, fiery words seemed to reach out and curl around her. The heat was a welcome relief from the biting cold and Kyupin relished in it with a tiny little smile. Friend, huh? "Will do," she called back to her teammate, smile growing slightly, "friend!" She prepared. Yes – she had precious people here too, precious people that she could not, would not, let down. She copied her canine companion, swinging back her head and letting out a long howl.

    Move to D4
    Roll / Tracker
     

    • 175 / 175 HP
    • Zone E5


    Energy 14 / 15
    Condition Offensive Buff: 39 (1/3)

    A haze of war lingered where the water was swept away. Steam roiled upward from the frigid riverbed as warmth caressed the murky ground, and Kijin took his first steps forward, away from his charge.

    There was more safety in putting distance between these vagrants and the caravan than in playing his cards close to his chest. He watched the Hydromancer, Claire for a moment as her spell finished and he could see the effects of the spell waging internal war within her. It could not be a simple task.

    The Orcs presented a whole other problem.

    Kijin pulled the longsword from his back and dropped into a low guard as he took his position at the nexus of crisis: center stage, in the heart of the riverbed. This placed him strategically so that any and all targets would see him first, and move toward him.

    His reddish gaze moved for the true prize: the Warleader.

    Heat coursed through his veins as Cain infused him with power, and he heard the distant voices of his allies as they coordinated behind him. The battle had only just begun, but he felt it in every corner of his body.

    It was theirs.

    Move to E5
    No Roll / Tracker

     
    Last edited: Jan 30, 2018
  1. Pandora

    Pandora

    Staff Member Game Master
    Cycle 5: The Showdown

    [​IMG]
    [THEME]
    Conditions:

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

    As if she was a ice goddess, Claire effectively parted the river with her magic. Perhaps in the real world this would have garnered a great deal of praise or fear... but here it simply led to charging blood thirsty Orcs. Cain's declaration for the enemy to bring it on, and Kijin's feelings of victory all told enough. The party was confident. Maximilian only had to fire a single arrow. While he had thought the caravan needing to break through... it seemed these men were able to simply wipe out the enemy instead. The morale was high.

    The battle already won.

    The first Orc to recklessly leap into the now dry riverbed. Was a zealous Orc Rider (B), with a fellow Rider (A) close behind. He slashed downwards with his halberd onto @Kijin Shihaku , hoping to spit the man in two upon the wolf's claws hitting the dirt. Yet the man stood still, even with the large gash going down his face. These humans were quite resilient.

    Kulgha looked to his fellow Orc and gave a brutish command as the warrior was critically wounded by a single arrow of these mighty humans. Feeling his own excitement rising. Kulgha left the warrior to be healed by the strange murmuring of the Orc Shaman. Kulgha advanced onto the frozen shallow water and cared not when his armor's weight dragged him into the cold. Shattering the ice beneath him.The heat of battle was enough to keep him going. Meanwhile the somewhat patched up Orc Warrior headed west and pounded his chest in challenge to the enemy.

    Maximilian moved his caravan a bit further along but made sure to not over extend. He then saw the leader of the group attacked by the Orcs.

    img
    Maximilian
    "Sir! Knave you shall pay for that! I will strike through your vile heart! Are you alright swordsman? That was close, your face may scar from such a blow. I certainly hope the Lady Felis did not see that. The horrors of war can be traumatizing for many."

    NPC ACTION: 100 HP Damage to Orc Wolf Rider B.



    Yet still the battle was close to won.

    Ushat's eyes began to glow the same as the blackened fires of the skull staff she swung. A howl echoed from the staff and spread throughout the woodland. ...Too be answered by more, distant howls. Howls that were filled with the resentment of those who had been slain. Howls of the damned... the dead.

    Ushats true power as the tribes Necromancer would be known and fear would grip her foes before they were torn apart by those they slaughtered. Their victory was now her weapon! The stench of the dead came from the west, as the corpses of the earlier raiders now marched slowly to continue the raid for their leader. All the while she continued her ritual.

    And yet... the battle was still close to won.

    Then came the heat.

    Not the heat of battle. That was already present. No, it was a sizzling heat that blew in the wind from the east. Then the once cold water of the river began to bubble and steam in one particular spot.

    Magma.

    Bursts of lava shot from the river. The water consumed by the raging fire from far beneath the surface. A wave of molten rock and flame began to seep across the land. Ruining the simple beauty of a winter wilderness. A fiery harbinger of the same type of magic that had impeded them before. Considering what the party had already seen earlier...

    This battle was certainly not already won.


      Kulgha
    • 500 HP
    • Zone G6

    • Ushat
    • 350 HP
    • Zone B8

    • Orc Warrior
    • 115/300 HP
    • Zone E8

    • Orc Shaman
    • 150 HP
    • Zone H8

    • Orc Wolf Rider A
    • 200 HP
    • Zone C7

    • Orc Wolf Rider B
    • 100/200 HP
    • Zone D6

    • Orc Zombie A
    • 200 HP
    • Zone A2

    • Orc Zombie B
    • 200 HP
    • Zone A5
      Max/Caravan
    • 1000 HP
    • Zone E3

    Locations, Damage & Buffs:
    Kijin (Leader) E5, -30 HP Damage, +39 Offense 3/3
    Kyupin, D4, +14 Offense 1/1
    (Kyupin's Tame: Vulcan D3)
    Aalam F4,
    {Aalam's Tame: King F5)
    Nalla D1, +14 Offense 1/1
    Claire G2
    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.

    DARK BLUE PANEL=Waste Deep River Water (Freezing Cold)
    Extremely cold and makes both travel and combat difficult. You may not use two panel move while going over, to, or from these panels. Mobility or Acrobat of Expert will ignore these penalties. Every action also costs 1 additional EN than normal when taken on these. Hydromancy can be used to split or shift water apart, creating easier crossing. This requires a special action that must be maintained.

    LIGHT BLUE PANEL=Frozen Shallow Water
    Thin ice that can be tread upon. Howverer, those with Heavy Armor cannot cross or it becomes a DARK BLUE PANEL after their movement (cancels any action planed, including second panel moves). Hydromancy can be used to split or shift water apart, creating easier crossing. This requires a special action that must be maintained.

    DARK RED PANEL=??? Magma
    Unacceptable.



    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
    Water Shift (zonal utility): Shifts all DARK BLUE and LIGHT BLUE panels to DARK BROWN PANELS in a Zone. User cannot move or take any other action while active. EN cost doubles with each cycle in play. User takes 2x damage during use. No Roll

    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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    [b2]Energy[/b2] (Delete versions you don't use) If Only Light Armor = 20  /  If Only Heavy Armor = 10  /  If Only Medium or Mixed Armor = 15
    [b2]Condition[/b2]
    
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    [CENTER][b2]Action (mention others if it affects them)[/b2]
    [score]Roll + Bonuses = Total[/score]
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    Last edited: Jan 30, 2018

    • 145 / 175 HP


    Energy: 11 / 15
    Condition: Offense Buffed +39 (2/3)

    Blood spewed from the fresh wound on his face and in an instant, Max loosed an arrow to push back the attacker who prompted it. When Kijin faced his assailant however, it was not fear or anger in his gaze. His eyes burned the same color as the life that ran free from his cheek.

    His lips peeled upward in a telling smirk.

    The battlefield was a place of pure bliss for Kijin, whether he won or lost. Everything was on the line, and if this Orc was ready to steal it away from the swordsman, then the feeling was mutual.

    Instead of defending himself, Kijin had formed a target. He made himself the center of attention, and now, as the halberd that stole shreds of his skin rose high in the air and whipped around for seconds, he responded.

    The longsword erupted first through the unfortunate worgen mount, which whimpered pathetically as it went instantly limp. Satisfaction came from the Orcish voice that shouted in surprise as the weapon rent through his leg, severing the femoral artery and loosing a murderous crimson spray on to the riverbed.

    Stone dead, rider and mount alike collapsed in front of the swordsman, who had knowingly invited another attack.

    His visage mirrored death.

    They were old friends.


    Reckless Attack Orc Rider B
    (33+40=73)+ 39 = 112
    Roll / Tracker

     

    • 127 / 127 HP
    • Zone E2


    Energy 9/20
    Condition Offensive Buff +14, turn 1/1. x2 Damage taken.

    Shooting a glare towards an orc zombie to her left, it was time to get down to business! Bringing her palms skyward, her three red charms fluttered up, before coming down like feathers from a bird. Pulling down the raised limbs, she held them in front of her stomach. From all around, including the explosion on her opposite side, Nalla drew heated energies, all swirling together in a fantastic formulation! Oranges mixed with maroon, while yellows forged between pinkish hues, a molten, swirling sphere had been created.

    Taking this ball into her right hand, she pyromancer got into a quarterback's stance, before letting the volatile energy soar free, before splashing just in front of the zombie foe. Throwing her fist in the air, Nalla cheered, along with the crackling of fire beneath her fingernails. Sweat dripped down her forehead. The attack was damn exhausting! But then it hit her. The ball of fire had... Splashed?

    "Oh... Shit." As the thrown explosive detonated, very little actual fire escaped the water that flowed above it. It had at least done some damage as intended, but the attack certainly had not been worth the energy she had spent to conjure it. With her hand on her hip, Nalla sighed, face palming herself for the silly mistake. "Damn water!" For an ex-detective, she must have lost her edge!

    It would not have been a problem if she had been harnessing arcanamancy, but alas, she was not. Rubbing the back of her neck nervously, and taking several cautious steps back, she prepared for the undefeated, expiring foe that was no doubt approaching her for what she had done. "Alright, fella. I didn't mean it. Nothing personal."

    Reckless Attack (Orc Zombie A)
    9 + 17 + 45 +12 + 2 + 14 = 99
    Roll / Tracker

     

    • 130 / 130 HP
    • Zone F3


    Energy 16/20
    Condition

    “Orator?” Cain shot back towards @Nalla , “Nay, the Flagbearer of Miracles, Double Blessed of Idna and Iedi! Though if that’s too much a mouthful, call me Thespian!”

    Yes, the blood in his veins was certainly boiling, the excitement of the battle matching everything else. Adrenaline and liquid mana surged into his mind, moonlight spilling out of his flagpole as he cackled madly, thoroughly enjoying every difficult that had been presented before them. The Shaman revealed to be a healer, the Female Orc revealed to be a Necromancer, the Raid Leader revealed to be dauntless, the river revealed to be on fire. Each challenge caused the noose to tighten, each challenged sharpened his fangs.

    Perhaps it took a special kind of individual to enjoy Terrasphere. A special person to come back to this virtual slaughterhouse that was filled to the brim with beauty and horror. Because the smile that was slashed into his face was the same that Kyu had, the same that Kijin had.

    Ah. They were all mad, weren’t they?

    Knuckles turning white, Cain swung his banner around dramatically, the restrained river chuckling at his antics. Amethyst orbs orbited around him, but found no release yet, as his power once again sank into the very core of Aalam’s being. A darker song, one befitting of the unkind bloodshed that would take place, ignoring heroic challenges for what amounted to a swift execution of the most vulnerable targets amongst their enemies.

    Blackness lit arrows aflame, while thorny tendrils crawled beneath his skin. The chilling love song to the destruction of the world resounded throughout the burning, freezing, bloodied warfront, the midnight haired muse gesticulating vibrantly.

    “Shoot ‘er dead,” he said, “The dead deserve their rest, after all!”

    Single Buff @Aalam Abungu
    8 + 30 = 38l
    Roll / Tracker

     

    • 160 / 190 HP
    • Zone G2


    Energy: 9/15
    Condition: Take 2x damage while Water Shift is active

    It was almost as if Claire could feel the icy water of the river at both her palms, pushing against her, vying to return to its natural state. Trying to contain the water for much longer was a futile task. She grit her teeth and tried to keep the water at bay for just a bit longer. Just a little bit more.

    Heat flared at her back, but she couldn't turn to see what it was, not without risking dropping the spell. "I won't be able to maintain this much longer," she managed to say, through the strain of keeping the spell up. "I'll have to let the water drop soon!"

    She couldn't see what was happening on the battlefield. The sounds of clashing blades barely registered. All that mattered was her own personal war with the river. It would win, of that she was sure. But she could still hold out just a bit more...

    Maintain Water Shift
    No roll
    No roll / Tracker

     

    • 117 / 147 HP
    • Zone #


    Energy 12/15
    Condition Buffed offence +38

    Well, it seems that the biggest orc was on his left moving in closing to attack after Aalam had shot an arrow through the shoulder of one of his warriors. Well, that was to expect he had almost felled one of his with a single shot after all. However it was the female that had him the most worried, she seemed to be able to control the dead like puppets. Well that something that he could not allow to go on, she needed to die. If they weren’t able to drop her before she was able to summon more zombie, the caravan would be overrun and their mission would be a failure.

    Before he was even able to get a bead on the mage, there was heat on the wind, and it seemed that there would be magma added to this fight. Well, it had always been said that no battle survives first contact with the enemy. They had been prepared to fight orc raiders but that Caenis whatever she was whoever she was starting to piss him off. However he would deal with the problems that he could affect for now, but he was reserving a special arrow for her. That arrow would place itself right between her eyes for the trouble she was causing. Pulling an arrow from his quiver and spinning in over his finger as he saw his next target, that mage needed to be on the ground.

    Nocking the arrow and trying to get a good bead on her, he would have to shoot pass both go the riders that were in front of her and then Kijin. So he waited as the moved towards the group even as Kijin attacked the orc rider. Until he saw that moment on a slight break in the flow, it was the best shot he was going to have. Letting the arrow fly from his hand, it seemed he had timed his shot well. I flew right over Kijin longswords as it fell upon a rider and directly below the other’s ear to find its mark. It slammed into her chest pushing out of her back. It still wasn’t enough to kill her. However, the bitch was still on her wolf. Well, he had done his best shot to date and still wasn’t able to kill her good thing there was a better shot in the party.

    King ( 65 / 65 HP - Zone F6 )
    There had been ordered, so he stayed put his master covering his master with that cone of wind. Pulling more wind down to reinforce the cone.

    Attacking USHAT and moving to F5
    220 + 38 = 258
    Roll / Tracker

     

    • 84 / 144 HP
    • Zone D4


    Energy 12/15
    Condition Offensively Buffed (+14) for 1 Cycle (1/1)

    She laughed slightly at Maximilian's concern. "I have seen plenty," she admitted to the caravan's leader. "I will not let it bring me down." Not anymore. Not when there's so much at stake.

    She sniffed as the rotten stench of death filled the air. It was a horrible, putrid thing. She gagged as corpses scrambled out of the treeline, approaching the party from the west.

    But – those orcs, they'd died! She'd seen them die! Kyupin swallowed down the lump of disgust swelling in her throat. They didn't look alive anymore, but like the shambling husks they really were. Zombies. How could a person do that to their own people? To rip a person's free will even after death and force them to keep on fighting?

    Her arm tensed as she pulled the bowstring until it was ready to snap. She breathed, deep in through her nose and out her mouth.

    Heat started to bubble and pool along the east. Not the familiar warmth of Nalla, nor the heat of adrenalin pumping in her veins – a foreign, painful heat. Destructive and consuming. Kyupin gagged under the combination of cold and heat and death and life and she had to make it stop. She let loose the first arrow, straight into the necromancer's shoulder. Her vision narrowed on to her target even as another arrow punched through the orc's chest. It was an abomination, it was cruel. Weren't they doing enough, attacking without reason? But to attack with their deceased? Kyupin had to put an end to it.

    The arrows rained down on the necromancer, cutting, pinching, pinning her and her wolf down. Even after the orc should've been long dead, Kyupin's fingers worked the string like an unstoppable harmony reaching its climax. She had to be certain that the dead would stay down.

    The only reason she stopped was because Vulcan curled around her and whined. Snapping her back to reality. "Vulc, I know they're nasty, but… put 'em down," she commanded. Her gaze flicked off to the size, where the zombie orcs were still shambling and scrambling.

    img
    Vulcan ( 75 / 75 HP - Zone B2 )
    Vulcan followed his Tamer's commands, leaping along until he came to a harsh stop before the deceased orc. His jaws snapped tightly shut around its leg, canine teeth tearing into flesh and ripping it away. Dead flesh tasted horrible, though, so he quickly backed away to spit out the rotting skin.

    Attack A2
    17 + 25 = 42



    Reckless Attack B8
    68 + 99 + 45 + 14 = 226
    Roll / Tracker
     
  2. Pandora

    Pandora

    Staff Member Game Master
    Cycle 6: The Showdown

    [​IMG]
    [THEME]
    Conditions:

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

    Kulgha watched helplessly as not only did another of his Wolf Riders fall to the humans but also... Ushat. The green skinned woman still held her staff, spinning it with wild furious eyes as a arrows struck her. The first going clean through her torso. Dark colored Orcish blood ran from her mouth as she choked and sputtered foul curses at those who had ruined her. Only for the second arrow to strike and her body to fall back, skull staff still in hand, clasped in a death grip. With her defeat came the defeat of the zombies from the west...

    Kulgha shouted to the heavens with his sword raised in fury. It was the way to honor those who perished. Now he was ready to die with her on this battlefield. His Shaman went to work continuing to boost the health of the Orc Warrior. Whom went on to charge the enemy and swing it's mighty club at @Aalam Abungu's Eagle, hoping to knock it out of the air.

    The remaining Wolf Rider quickly replaced it's fallen comrade and aimed to finish what he had started on @Kijin Shihaku. Thrusting at Kijin's chest with it's halberd. Yet again a arrow flew from Max and pierced the wolf steed in the left eye. Blood flowed onto the ground but the furious Orc did not relent.

    NPC ACTION: 100 HP Damage to Orc Wolf Rider.

    Kulgha faced off against the archer @Aalam Abungu that had brought such a wound to his sister. Swinging his curved blade horizontally with amazing skill for a Orc. As he did so, a voice carried on the wind was heard. A burst of flame formed a pillar in the middle of the now cooled magma as a familiar caenis came into view.

    img
    ? ? ? ?
    "Kulgha... you arren't looking so hot! Grrrr... these humans neverrr give up do they? Teehee well... neverrr fearr. Funi is herre!"

    The crimson haired caenis raised up her hands as she seemed awfully cheerful about all the death before her. Then her cheerful expression faded and she squinted her eyes. The smile on her face remained happy and friendly as her tail wagged at a accelerated rate. Wiping the blackened ground around her. She licked her lips excitedly.

    "You all... do you know how much you arrre hated? Do you know how much I hate you? I hate, hate, hate YOU! Teehee, you will be my calling card to Astorrrrrr! Does he like his people extrrrrremely well done? I don't carre! I left behind my innerr beast for a long time to be with Satarrr... but this is a family matterrrr."

    Flames began to rise all around her from the ground. The ground she walked on literally turning into lava and fire. she took a step and the flames followed. A hand reached out towards Kulgha.

    "You did fine ugly Orrrrc but I want betterrr frrrom you! Don't waste this powerrrr! I'm not supposed to just thrrrow this arround you know! Be grrrrateful!"

    A flowing wave of red came from her arm and struck Kulgha's chest. The warrior screamed as his muscles grew and his face distorted with rage. Red lightening coursed through his body. In uncontrollable fury. He focused his rage on Aalam.

    "Teehee, VERRRRY good stupid Orrrc. Grrrr... as forrrr you humans! I guess you deserrve to know why you will die herre! I am Funi! You murrrdered my sister for yourr war! I will make you feel Snefrrrid's pain! GRRRRRR..... DIE IN MY HELL FIRRRRRRE!"




    profile
    FUNI
    (B O S S)

    • ? ? ? ? HP
    • Zone I4
    Conditions:
    Flame Barrier: 25 HP Damage to all Adjacent + Burns, Insta Kill for those Adjacent on consecutive turns.
    Fire Walk: All panels traversed become Lava Panels,
    Revenge: All attackers receive 10 HP Damage, 20 for reckless.
    Null Fire: Fire attacks are nullified.


      Empowered Kulgha
    • 500 HP
    • Zone G5

    Condition:Power Install

      Ushat
    • DEAD HP

      Orc Warrior
    • 165/300 HP
    • Zone E7

      Orc Shaman
    • 150 HP
    • Zone G8

      Orc Wolf Rider A
    • 100/200 HP
    • Zone D6

      Orc Wolf Rider B
    • DEAD HP

      Max/Caravan
    • 1000 HP
    • Zone E4


    Locations, Damage & Buffs:
    Kijin (Leader) E5, -30 HP Damage, +39 Offense 2/3
    Kyupin D4
    (Kyupin's Tame: Vulcan B2)
    Aalam F5, -40 HP Damage, +38 Offense 2/3
    {Aalam's Tame: King F6, -40 HP Damage, Protecting Aalam)
    Nalla E2
    Claire G2
    Cain F3​
    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.

    DARK BLUE PANEL=Waste Deep River Water (Freezing Cold)
    Extremely cold and makes both travel and combat difficult. You may not use two panel move while going over, to, or from these panels. Mobility or Acrobat of Expert will ignore these penalties. Every action also costs 1 additional EN than normal when taken on these. Hydromancy can be used to split or shift water apart, creating easier crossing. This requires a special action that must be maintained.

    LIGHT BLUE PANEL=Frozen Shallow Water
    Thin ice that can be tread upon. Howverer, those with Heavy Armor cannot cross or it becomes a DARK BLUE PANEL after their movement (cancels any action planed, including second panel moves). Hydromancy can be used to split or shift water apart, creating easier crossing. This requires a special action that must be maintained.

    SKY BLUE PANEL=Warm Water
    Warmed water from a nearby heat source. You may not use two panel move while going over, to, or from these panels. Mobility or Acrobat of Expert will ignore these penalties. Every action also costs 1 additional EN than normal when taken on these. Hydromancy can be used to split or shift water apart, creating easier crossing. This requires a special action that must be maintained.

    MAGENTA PANEL=Cooled Magma
    Cooled magma that can now be traversed.



    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
    Water Shift (zonal utility): Shifts all DARK BLUE and LIGHT BLUE panels to DARK BROWN PANELS in a Zone. User cannot move or take any other action while active. EN cost doubles with each cycle in play. User takes 2x damage during use. No Roll

    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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    [health]### / ###[/health][zone]#[/zone]
    [/bg]
    [b2]Energy[/b2] (Delete versions you don't use) If Only Light Armor = 20  /  If Only Heavy Armor = 10  /  If Only Medium or Mixed Armor = 15
    [b2]Condition[/b2]
    
    Post here
    
    [CENTER][b2]Action (mention others if it affects them)[/b2]
    [score]Roll + Bonuses = Total[/score]
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    Last edited: Jan 31, 2018

    • 95 / 175 HP
    • Zone E6


    Energy8 / 15
    Condition Offensive Buff +39 (3/3)

    Kijin watched with surreal dispassion as yet another wound, this one more visceral than the last spurted his lifeblood across the river's bank. He did not slow. As the creature took vengeance for its fallen comrade, he barreled through it like a wrecking ball through glass. The damage was done, and his determination was visible. He would lead their charge to victory-

    His life was a footnote to that. The mission came first, above all else. That was what it meant to be a Mercenary, to be a Hunter.

    In his wake, the Rider stumbled, confused. The arrow struck true, and powerful, but the hardest blow of all was when Kijin paid it no mind. It was frozen, petrified in the instant where it realized that life held no meaning.

    "Clear the left side," Kijin called back to @Kyupin Felnya and those close to her, "punch a hole for the Caravan. Max! Give those flames a wide berth, veer left and push for the opposite bank! Don't give the enemy a single chance to touch those goods!"

    The others would have to improvise, because those were all the commands he could muster before the true target was upon him.

    Hulking, brutish, and violent, the Orc Warrior loomed over him.

    He drove his blade deep into its belly and took a deep breath...

    Reckless Attack Orc Warrior
    59 + 39 = 98
    Roll / Tracker

     

    • 127 / 127 HP
    • Zone E2


    Energy 6/20
    Condition 2x Damage taken

    With her three charms floating in front of her, Nalla focused together her energy into another attack. This one, similar to the other, she would make certain would not fall into the destructive grasp of water! To have her plans foiled by the same mistake twice would be an embarrassment. So she toned her concentration, staring at the opposing pyromancer intently.

    It seemed the foe was able to walk on extremely heated surfaces. Now, Nalla had no idea what her powers could potentially evolve into, but if it lead to something like that, she was certainly game. With an outreached hand, this 'Funi' seemed to enrage, or somehow empower one of her nearby allies. It didn't appear to be a pleasant process for the orc, but the result was quite intimidating. Certainly, not the same kind of inspirational instance that she had shared with Kyupin moments prior.

    "Hey!" Nalla shouted at Funi, pointing her arm to send the three charms spiraling towards the empowered Kulgha. Nervously, she took a brief glance towards her friend Claire, uncertain of her own confidence. "Die in MY hell fire instead, crazy broad!" As she finished speaking, she detonated the charms, one having directly struck the orc, while the other two fluttered nearby, still doing some damage, but certainly not as much.

    The fire that surrounded this opponent was formidable. Much more formidable than the fires she could summon herself. Not only that, this combat was getting exhausting... With caution and unease, Nalla held her ground, uncertain of how fighting fire with fire was going to work out... In any case, it wouldn't be the first time she had her body burnt alive!

    Reckless Attack (Empowered Kulgha)
    13 + 66 + 45 + 12 + 2 = 138 (Burning)
    Roll / Tracker

     

    • 77 / 147 HP
    • Zone F6


    Energy 9/15
    Condition Buffed offence +38

    He was starting to hate that Caenis, actually he was beginning to hate her more than that one Caneis that the West watch had to fight during the war. It seemed that this entire situation was her doing she was intent on making this job as difficult as possible. She had convinced a group of orcs to attack the caravan in the hope that they would be able to stop them and when they failed she took a hand in it. He was so distracted that he didn’t notice that the leader had just swung a curved blade at his chest until it was almost too late. It would have carved deep into him if it wasn’t for King. The bird had seen the attack coming and had dropped down in front of the orc’s eyes throwing off his aim. It was enough to stop the blade from running him thought, but both he and King took damage.

    Well, that bird was getting a treat when this was all over may some jerky. But there was still action to be making, and as much as he would have liked to get revenge for that cut, there was the mission. So he turned his attention to the warrior that was already wounded. The path needed to be clear if they were to finish this task and with that magma inching ever closer they would have to move. Pulling out an arrow this was a close-range shot then he would have liked but it was possible, putting an arrow through the orcs head killing the beast before whistling king sending him back in the air. He watched the beast fall to the ground with a thump dead before he had hit the ground. Once he was sure, the king could get back in the air and was moving to another spot he made a sprint to his new location. He wouldn’t be able to hit the caneis, but he would be able to hit anyone else in the area.

    King ( 25 / 65 HP - Zone F7 )
    Heard the whistle and pulled up into the sky.

    Attacking warrior and moving to F6
    76 + 38 = 114
    Roll / Tracker
     
    Last edited: Feb 1, 2018

    • 84 / 144 HP
    • Zone C5


    Energy 10/15
    Condition

    The Caenis was back, dragging that lava-hot chaos with her. Kyupin plucked back her bowstring, setting sight on the crazy woman and readied her arrow. It scared her, how alike they might actually be. She couldn't imagine losing a friend, a sister, even, to somebody and not doing something about it. What if Gwyn had died to King Theo? Kyupin knew that there would be nothing stopping her from getting her revenge. What was stopping her from becoming like this horrible woman? From becoming… a monster?

    Her string was ready to snap from the pressure that she was putting it under.

    Fortunately for all of them, Kijin managed to snap her attention back to the important things – like getting the caravan out and to safety.

    She nodded. "Got it!" Her gaze snapped to the left, away from the Caenis and the screaming, raging orc. She let loose before fully settling on her target, arrow flying across the battlefield and piercing through flesh, organ, and then flesh again. The arrow was long gone, leaving only a gaping hole in the wolf-riding orc.

    Another couple of arrows quickly murdered the wolf before it could even react. Kyupin's eyes gleamed as she approached the corpses, digging her hands into the bloody mess to massage the dead wolf's paws. Easing out the claws with some gentle pressure. And then… ripping those claws out. "Pretty…" she mumbled to herself, standing and admiring her priz—

    img
    Vulcan ( 75 / 75 HP - Zone C6 )
    Vulcan watched his tamer viciously rip into a wolf corpse, his friendly whine dying in his throat. This behaviour was new! He could feel the conflict and confusion raging war in her mind, their empathetic bond tugging on him. Although he knew his tamer would want him to look after the others, he could not leave her alone like this. He approached the Felis and curled around her legs, protective and ever-watching.

    Protect Kyupin


    What the?! Kyupin recoiled from her hand, willing herself to drop the bloody claws but physically incapable of doing so. A part of her longed to inspect them closer, to cleanse them in the water lapping around her and hide them away.

    Another part of her, weak and scared, wasn't sure where this strange feeling was coming from.

    She shuddered. Perhaps from the ice cold water drenching her to her bone, or from the ice cold realization that she wasn't quite sure if she was fully in control.



    Reckless Attack D6 then Move to C5
    65 + 61 + 45 = 171
    Roll / Tracker