Cycle 8: Success in Sight!
[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

Funi
The heat of her own fire and excitement... the heat of her anger. Funi continued to count fruits in her head. 1 plum, 2 bananas, 3 apples....
Much better.
The annoying man continued to taunt her, even when death was so close. Were these people insane? Funi had come from a tribe that was often labeled as such even from her own race, but these humans... these people known as 'players'. They were far worse!
Funi stayed right on
@Cain Darlite swinging with both her claws in rapid succession. Tearing at his wide, overly perfect chest. Something a simple man like this should not be able to have. Unless he was... created somehow? Indeed like some child making up a story book character in their head and playing them with friends... Funi hesitated a moment. She was telling the truth wasn't she?
Crazy! Insane! Silly too!
But...
Snefrid killed by otherworldly beings called players at least made it feel better to her. So she would accept it. And... she would kill them all!
Funi blinked for a moment when the flames accompanying her attack were less than expected. Then she noticed the steam. The air was becoming thick and moisture was rising. They were scheming again! In truth fighting on a river was not the best setting for Funi. This proved that more than anything.
The sound of the raging Kulgha heading right towards
@Claire Thalassa immediately following said woman's own jibes towards Funi. The crazed orc striking the closest thing in range with his sword. Uncertain who was casting the steam spell, seeing a veil of some sort coming off the girl and wanting nothing more than to kill as many of them as possible. Funi lunged like a rocket, twirling past Claire and bringing her flames with her.
"Shut up! You all killed my sisterrrr and then say these things! You otherrrrrworld monsterrrrrrs! I'm not the demon... YOU ARRRE!"
She yelled to her new prey, a tear appearing on her enraged but not yet out of control face.
Maximilian
"Yes, yes I see it! Everyone we have made it! Hurry follow us! The longer we linger here the more lives will be lost!"
NPC ACTION: Moved two panels.
The next turn will end with Max leaving the field. This is the final cycle. Make final posts now. You may choose to exit the battle field as well.
FUNI
(B O S S)
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.
Fire Dampen: Fire Based Abilities are -10, Burning Unavailable.
Attacks Used:
Burning Claws: Funi's basic attack. Two quick claw swipes.
30 HP Damage
Hellfire Cyclone: Body engulfed by flames. Funi streaks forward claws first like a caenis torpedo tunneling through targets and leaving a blaze in her wake.
40 HP Damage
Empowered Kulgha
- 332/500 HP
- Zone G5
Condition:Power Install, Burn
Max/Caravan
- 950/1000 HP
- Zone C8
Locations, Damage & Buffs:
Kijin (Leader) D7
Kyupin B7
(Kyupin's Tame: Vulcan C6, Caravan out of range.)
Aalam F6,
DEAD
Nalla C4
Claire G4,
60+40+15 HP Damage
Cain D4,
30 HP Damage
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.
RED PANEL=Lava Panel
A path of lava and flame, left in the wake of a Fire Walker. causes 10 Damage for each turn spent on or crossing over this panel.
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.
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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
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