Alright, what weapon should Akemi have?

  • Let her keep the gun!

    Votes: 9 33.3%
  • Give her a sword!

    Votes: 10 37.0%
  • More Magic!

    Votes: 6 22.2%
  • Hand to Hand!

    Votes: 2 7.4%

  • Total voters
    27
  • Poll closed .
Voting is open for the next 1 day, 18 hours
However, they are noted as having both buffs and summons as strengths, which can help us be a bit more well-rounded and enhance our allies when we have any.

Summons are explicitly said to be something we are getting later on, so we can't count on them early on. Also, none of these solve the issue of having a frail default form (unless we actually have access to defensive buffs, which is not a guarantee). As noted in the update, the default form is the one that's used when we get ambushed, and Cartesia fares poorly in those situations, since it is frail and if we get ambush, we may well struggle to get our defensive buffs up in time to mitigate the damage (again, if we have them). While my worries about resistances are misguided, I still believe our baseline form should be something relatively tanky and with little downsides, and Emblema fits that bill the best between the three offered forms, since it is tanky enough to stall for time for working around its only real weakness (time spent in the weaker form to be able to access the stronger forms of Emblema) and it will always be somewhat useful, even if it won't be the best choice for every situation. Cartesia may be more flexible, but unless we are adequately protected, getting ambushed could get us kicked out of that form relatively quickly, given it has the least health between the three forms (if we pick that form, we need to start grinding our Physical stat to compensate).
 
I think the best way to solve this is ask, whether or not it's possible to get physically stronger/more health. Or if Cartesia has some type of mage armor buff, that tales a few hits and goes poof.

Not going to know until either by the end of the vote or by asking the MrKermie.
 
[X] The Emblema (Centurions Atry, Gargoyle II and Auxillia)

I still would prefer Dark Law, but of the other two I dislike this one least.
 
I think the best way to solve this is ask, whether or not it's possible to get physically stronger/more health. Or if Cartesia has some type of mage armor buff, that tales a few hits and goes poof.

Not going to know until either by the end of the vote or by asking the MrKermie.
I'm going to keep it real, I'm still trying to game design this quest while writing my other. Shit's time consuming, and I'm still trying to figure out how much I can tell you guys without ruining the experience.

But yes, during each week, it will be very possible and decently easy to train Physical assuming that your level is high enough. (Which it usually will be) Aside from that, Cartesia is a fairly good option for a full offense + dodge build, since most early Mooks will have Light weakness.

And as for getting tank-level durability, I have at least two sets of Duel Spirits/Forms ready, each of which has somebody that fits that criteria. It's really your guys's choice what'll fit Rei best as a person.
 
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Sidebar, if we end up with Cartesia and get a magic focused rider, would that mean our counterpart becomes a physical based magical girl, like some of the precures?
 
Sidebar, if we end up with Cartesia and get a magic focused rider, would that mean our counterpart becomes a physical based magical girl, like some of the precures?
Your counterpart develops on her own, so she'll just do what she (and your mysterious benefactor) thinks is best.
 
Missed a bunch of votes, but I do like where we're headed, so there's that

Anyway,
[X] Masked HERO Dark Law
 
Rider Armory
A compendium of all current Rider forms. Beware of spoilers.

Health scales off of Phys+Magic/2.
Atry Overlay

Stat Boosts:
Physical: +28
Social: +5

Damage Types:
-Slash, Pierce

Trait:
[Awakening - Gargoyle Of Hell]


While attacking enemies, the damage dealt will fill up your [Awakening] meter. When you reach an amount equal to a certain amount, automatically spend that much Awakening to have this form transform into Gargoyle II/Auxila.

Attacks:
Basic Attack
DC: 40
Deal 2d6 piercing damage by stabbing one enemy with your spear.

Scythe Of Sorrow (2 Uses Per Scene)
DC: 60

Deal 3d6 slashing damage by transforming your spear and then slicing two enemies of choice with an arc of your scythe. May hit other allies in vicinity if the check fails.

Wake Up, Centurion! (1 Use Per Scene)
Average DC: 60
Scales off of Magical.


Give up your turn to attempt a flashy transformation sequence. Halves damage taken until next turn, and roll 3d10 to fill up the [Awakening] meter. Gain 1 extra d10 for every 10 you roll above DC.
Gargoyle II Overlay
Obtain Condition: Spend 35 [Awakening]


Stat Boosts:
Physical: +35
Social: +7

Damage Types:
-Slash, Pierce, Dark

Trait:
[Awakening - Dragon Of Darkness]

While attacking or being attacked, fill up the [Awakening] meter. All Social Bonuses also fill up Magical.

Basic Attack
Average DC: 40
Deal 3d6 piercing damage by stabbing one enemy with your claws. As this is your basic, it will be used by default when you run out of other Special Moves or didn't specify how you wanted to attack.

Creeping Claw
(1 use per scene)

DC: 65
Deals d20 Dark damage to one enemy by bashing them with a flying attack. They must roll with disadvantage in their next move.

Soul Claw Slash
(2 Uses Per Scene)

Average DC: 50
Deal 4d6 slashing damage by sharpening and then slicing two enemies of choice with an arc of your claws. Can also be 5d6 if targeting one enemy.

Shares uses with Scythe Of Sorrow.

Wake Up, Centurion!
(1 Use Per Scene)

DC: 60
Scales off of Magical.


Give up your turn to attempt a flashy transformation sequence. Halves damage taken until next turn, and roll 4d10 to fill up the [Awakening] meter. Gain 1 extra d10 for every 10 you roll above DC.

Shares uses with Atry's version.

Emblema Atonement - Sealing Technique Of The Great Gargoyle
(1 Use Per Scene)
(
Finishing Move)

Average DC: 40
Scales off of Social.


Transform back into Atry to hit one enemy with a claw formed with Emotional energy in a high risk, high reward maneuver. For x+1 turns, where x is every 20 above the DC that you rolled, they'll be (Sealed) and out of combat for one of their turns.

Nat 100 (lowered to 95 thanks to passive Pressure Points) with this move is an instant kill on non [Nemesis] enemies.

When they get out, they are hit with xd10+10 Physical Dark damage, where x is the number of turns they were Sealed.

If all other enemies are downed with the Sealed enemy still Sealed, the Seal breaks and the enemy takes the amount that they would have +13.

Refresh Energy
DC: N/A

Transform back into Atry, and gain all moves for Emblema back. Gain a bonus action with -4 damage to next attack.
Obtain Condition: Spend 75 [Awakening], must have first been in Gargoyle form.

Details currently unavailable.
Health scales off of Phys+Tech/2.

Stat Boosts:
Physical: +20
Technical: +36

Passives:
[Awakening - Red Kingdom]

Gain 15 [Awakening] when an allied character afflicts an enemy with a debuff. (The awakened form of this set can only be activated when you gain a large amount of Awakening from this passive!)

Moves:
(Every single move scales off of Technical.)

Basic Attack
DC 40

Surprise an enemy with a blast of 2d6 Cyber damage.

<CODE> MTP-07
(AoE, 2 Uses Per Scene)
DC 60

Give an enemy one of twenty Weaknesses (picked randomly). If they were resistant to that damage type, just make that type of damage neutral instead. This does not stack; if you use this move again, it just changes the weakness type. Then hit up to three enemies with 3d4+2 damage from a random (1 of 20) damage type for each.

<CODE> WB-01
(1 Use Per Scene)
DC: 65

Use after you took a hit during this turn. Target one enemy attack roll that you were hit by. If DC succeeds, retroactively reduce that enemy roll by an amount equal to how much this rolled (it works) (this counts as a debuff) (Don't ask.)

<CODE> GWC-06
(2 Uses Per Scene)
DC 60

Annoy and pester an enemy by mocking them and hitting a grin so obnoxious that they can sense it below their mask. Deal d8+3 Psychic damage, give Taunt 1 to one of your allies, and on critical success, they may start attacking their allies for a turn or two.

<CODE> TB-11
(1 Use Per Scene)
DC: 65

Channel the power of Wonderland by slapping the enemy in the face (yes, really) up to three times for three different Cyber damage (1d6 each) attacks.These three attacks are calculated as separate attacks with separate hit rolls. The enemy gains -3 damage on their next 2 turns for each attack they were hit by.


M∀LICE Queens Of Red

Obtain Condition: Spend 75 (Awakening) obtained from [Awakening - Red Kingdom]

Stat Boosts:

Physical: +20
Technical: +60

[Passive]
[WELCOME/GOODBYE TO 1NDERLAND]


Cannot Form Change or use any other moves while in this state. However, either 1 of these moves cannot fail no matter how low you roll, and gain advantage (2 Dice) on their dice roll.

Moves:

RED RANSOM
(Finishing Move)
DC 77


Enrapture an enemy in red chains, and kick and shock them for a mixture of 3d7 Cyber damage and 3d7 Electric damage. Then, they cannot take action for their next two turns. This does not trigger the finishing move clause if it did not end the fight or kill an enemy. After, revert back to base M∀LICE form.

QUEEN EN CRYPTER
(Finishing Move, AoE)
DC 77


Target up to seven enemies, and shatter their minds with 4d6 Psychic damage. For their next two turns, they might use worse attacks, gain -20 to Mental if they scale off of that, and gain Disadvantage on their rolls. After, revert back to base M∀LICE form.
Health scales off of Phys+Magic/2.

Stat Bonuses:
Physical: +15
Magical: +40

Passives:
[Sneak Attack!]

If for some reason, you are able to completely surprise an enemy, (Here, completely surprised narratively means that they were not aware of your presence and didn't react to you in time,) you gain a guaranteed first turn in initiative, two actions on your next turn of combat, and advantage on each DC.

[Thieves Guild]
While in this form, you may swap forms at the end of your turn. Swapping into another [Thieves Guild] aligned form gives stat bonuses.

[A Killer's Motto]
Using Assassin's Guild techniques or Equipment (like your gun) with this form has a +10 bonus to that roll.

Moves:
Basic Attack
DC: 40

Deals 2d6 ranged pierce damage with a shuriken.

Stealthing!
Magical
DC 60
(Twice Per Scene)

Turn you or an ally invisible until they make another attack. This lasts two turns by default, and lasts for one extra turn for every 20 you roll over DC. While in this state, they are considered to have Taunt -2, and if an enemy tries to hit them, they must roll with disadvantage and a -20 modifier unless it makes narrative sense otherwise.

Samurai Smoke Bomb
AoE, Magical
DC: 70
(Twice Per Combat)

Temporarily [Blind] up to five enemies for 2-3 turns, giving them -x (where x is 2 times every increment of 10 you rolled) to their hit rolls and making them possibly hit their own allies. You and any allies can see through the smoke this generates.

Gateway/Getaway Of The Samurai
Magical
DC 80
(Twice Per Combat)

Set up a summon, Sacred Gateway, at any place within your vision. (It has 10 Health and no stats.) As long as it's on field, you and any of your teammates can teleport there at will, giving you a free dodge. When your enemies figure this out (and they will figure it out, it just depends on how fast they do), they will try and destroy it. You may also use this to [Run Away] with a +20-50.

Ninpo Dash
DC: 60
(Once Per Scene)

Dash up to an enemy, and kick them so fast that they take 3d8 blunt damage and have disadvantage on their next roll. You may also use this to [Run Away] with a +20 success chance, and this ignores the effects of enemies with [Enhanced Speed].
Health scales off of Social in this form and Technical in the next.

Stat Bonuses:
Physical: +15
Social: +30

Weakness: Wind, Force
Resistances: Water, (Variable)

Passives:
[Awakening: Right Ship For The Job]

Gain 20 Awakening every time you or one of your allies hits the weakness of enemies or inflict a weakness onto them.

[Thieves Guild: Pirate Code]
Using the Forms of Card Spirits with this trait allows you to change form as a free action!

Changing from this form into another Thieves Guild form transfers all the Resistances from this form onto that one for 2 turns.

[Environmental Specialty: Water]
+2 on Initiative while Underwater. Also, gain +10 to all rolls and an extra d6 of Water damage on your attacks from this form.

You also gain all these effects but halved while Soaked in water, or while a Water spell affecting you is active.

Moves:
Basic Attack
DC: 40

Punch an opponent for 2d6 Blunt damage.

Scouting Strike
(3 Times Per Combat)
DC: 55

Deal 1d10 Blunt damage to an opponent, then give them either an Earth, Fire, Light, or Dark weakness. (You get to choose the weakness!) This weakness wears off after it was triggered three times.

Awesome Parrrty
(Once Per Combat)
Social

Heal all yourself and all your allies for x, where x is a Social roll divided by 4 (maxes out at 30, rounded up), and then give them a Earth, Fire, Light, or Dark resistance for 2 turns. (If there are multiple enemies that can do those damage types, it's picked randomly for each ally.)


Plunder Patrollships
Requirement: 40 Awakening

Physical: +15
Technical: +45

Passives:
[Shipyarrd Return]

Gain 10 Awakening every time you hit the Weakness of enemies or inflict a weakness onto them. After two moves in this form, detransform back into the base Plunder Patroll form. While in this form, if you would take more than 10 damage, it is lowered to 10. You are also unaffected by any negative effects from fighting enemies with the [Giant] Trait.

Brann - Cannon Fire!
Technical
DC: 70

Deal 2d6+2 Fire damage to an enemy, and if you hit an enemy with a Fire weakness, deal 2d6+2 Fire damage again. (Once per turn) Then, you may use a different Plunder Patrollships move!

Moerg - Ramming Speed!
Technical
DC: 70

Deal 2d8+2 Dark damage to an enemy, and gain +3 Initiative next turn. If you hit an enemy with a Dark weakness, gain +2 extra Initiative and +5 damage on your next attack, and use another Plunder Patrollships move!

Lys - Catch Up!
Technical
DC: 65

Deal 2d6+4 Light damage to an enemy, they lose 3 Initiative next turn. If you hit an enemy with a Light weakness, all allies gain +2 extra Initiative and you may use another Plunder Patrollships move!

Jord - Ghost Ships!
Technical
DC: 65

Deal 2d6+4 Earth damage to an enemy, and create one Plunder Decoy summon. It has 10 Health and will look exactly like you- enemies may try to attack it instead of you. If you hit an enemy with an Earth weakness, create three Plunder Decoys instead and you may use another Plunder Patrollships move!
Light of Hope
Magical, AoE, Once Per Combat
DC 60

Heavenly light rains down upon the battlefield, targeting up to 3 allied characters. Heal them by an amount equal to half your current Magical, max +25. If you reach 90/120 with this roll, heal for an extra +5/+10. Then, you may swap to another form. (This does not count towards the limit of form changes you can use per battle.)
 
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Vote closed
Yeah, I think that's enough votes. Emblema aka the edgy centurions win.

Fun fact I just learned yesterday: apparently the centurions are based on Gurren Laggan, not Sentai.

Eh, giant robots still cool, close enough.
Scheduled vote count started by MrKermie on Jun 20, 2024 at 12:35 PM, finished with 61 posts and 34 votes.
 
Also, just some patch notes: Auxilia will actually have +40 in physical, because I realized that +50 kinda breaks the early to mid game.
 
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Now we get to have fun interactions like talking to the voices in our head in the middle of a public place and people will look at us like we're insane, and calling us insane technically wouldn't even be a lie.
 
It's definitely possible for that to happen.
 
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Wait the centurions are based on Gurren Laggan?
We need at minimum 1 drill based attack/finisher, or we will never live to the sheere manliness of Kamina and Simon.
 
Or better yet where is Neo spacian Gran-Mole, i think Neos wont mind if we borrow his drill buddy for pointers, right? All in the name of HEROES!
 
Enemy Compendium
A compendium of some of the more common enemies you've faced so far. Beware of spoilers!

Mooks
Umbra Sword Skull Face
Health: 7
Weakness: Pierce

Traits:
[Mook]
This enemy is not very strong or durable, but is smart enough to try and abuse power in numbers.

Attacks:

Desperate Swing

Deal 2d4 slashing damage.

Focused Opening

Hit for 1d6+2 slashing damage. The next character with the [Mook] trait to successfully attack the affected character gets an extra dice of whatever number they're using.
Umbra Unarmed Skull Face
Health: 7
Weakness: Slash

Traits:
[Mook]
This enemy is not very strong or durable, but is smart enough to try and abuse power in numbers.

Attacks:
Desperate Swing

Deal 2d4 blunt damage.

Focused Opening
Hit for 1d6+2 blunt damage. The next character with the [Mook] trait to successfully attack the affected character gets an extra dice of whatever number they're using.
Umbra Gun Skull Face
Health: 7
Weakness: ???

Traits:
[Mook]
This enemy is not very strong or durable, but is smart enough to try and abuse power in numbers.

Attacks:
Desperate Shot

Deal 2d4 Piercing Damage. Ranged.

I won't miss this!
(Useable once per scene)
Deal 1d10 piercing damage to a character once per scene, as long as they are at medium range or more.

Deals 1d20 instead, if the character is in a position where they absolutely cannot reasonably dodge or mitigate the effects of a bullet.

Lesser Shades
Labrynth Servant Arianna
Lesser Shade


A strange maid with a frozen neutral expression on her face and two demonic horns. She doesn't speak much. Or at all.

Stats:
Physical: 8
Magical: 14

Health: 15

Passives:
[Undying Devotion]

Unaffected by the effects of Labrynth Labyrinth Complex. Dies when Archfiend dies.

[A Maid's Duty]
If the other maid has been dead for two turns and this maid is still alive, they revive at full health.

Attacks:
Basic Attack
DC: 40

Poke an enemy with your broom. Deals 2d4 Pierce damage.

Re-Set Up
If all enemy combatants succeeded their saving throw for Labrynth Labyrinth Complex on their turns, this character may use this move. Roll a Magical check, and then add ⅓ that roll to one enemy'a DC.

Archfiend's Ghastly Glitch
Magical
DC: 50

Add this to the Labrynth trap table:
[7: Take 2d6+x Magical damage.]
Where x is 2 for every 10 rolled above DC. It gets removed when this character dies or it's rolled.
Labrynth Servant Ariane
Lesser Shade


A strange maid with an energetic grin on her face and two demonic horns. She doesn't speak much. Or at all.

Stats:
Physical: 12
Magical: 6

Health: 15

Passives:
[Undying Devotion]

Unaffected by the effects of Labrynth Labyrinth Complex. Dies when Archfiend dies.

[A Maid's Duty]
If the other maid has been dead for two turns and this maid is still alive, they revive at full health.

Attacks:
Basic Attack
DC: 40


Poke an opponent with your trident. Deals 2d4 pierce damage.

Re-Set Up
If all enemy combatants succeeded their saving throw for Labrynth Labyrinth Complex, you may use this move. Roll a Magical check, and then add ⅓ that roll to one enemy'a DC.

Welcome Labrynth
DC: 60

Punch an enemy (yes, punch them) for 2d6+3 Blunt Damage and then roll for one of the first four traps from Labrynth Labyrinth Complex. It gets summoned as a targetable creature (Health: 5) and does its damage on your turn. It dies when this character dies.

Greater Shades
Lost, Lonesome Labrynth Archfiend
Greater Shade


Was there ever any true owner of this strange labyrinthine castle? Where did the laughter reverberating through these halls come from?

Perhaps… only this hulking armor knows. And it is determined to bring those secrets to the grave. By force, if necessary.


Stats:
Physical: 30
Magical: 35
Social: -10 (literally a suit of armor) (and depressed)
Mental: 20 (+15=35, in his home turf)

Health: 65

Resistances: Slash, Pierce
Weaknesses: Emotional/Love, Electric

Passives:
[Temporary Lordship of The Labrynth]

Unaffected by the effects of Labrynth Labyrinth Complex.

[Archfiend's Armor]

Health for this character is calculated as (Physical+Magical=Health.)

[Summoner]
This Shade can summon Lesser Shades! Take it out, quickly!

Attacks:
Basic Attack
DC: 50

Deals 1d8+2 Slash Damage with a greatsword, gaining 2 extra damage for every 10 rolled over DC.

Big Welcome Labyrnth
DC: 60

Despite sounding so fancy, it really isn't as cool as you think it is. Hits for 3d6+4 Slash damage with a flying greatsword slash.

Farewelcome Labyrnth
DC: 75
Magical

Invokes the Labrynth's power, and on success launches one enemy and one maid into a separate room away from the fight with trap DC doubled. They get out when said maid dies. On failure, this character fizzles the spell and looks embarrassing.

Labyrnth Barrage
DC: 80
Magical
(AoE)

Hit every single enemy in range with one of the first four traps from Labrynth Labyrinth Complex. Next turn, this character cannot act.

Finite Permanence
Automatically used when both maids are dead. Sacrifice 15 health to bring them both back at 7 health, and for the next turn all Shades take halved damage. Cannot be used two turns in a row.

???
Automatically used once this character hits 20 or less health.
Greater Shade: Pyrophobia

Weakness: Water
Resistances: Slash, Blunt, Pierce, Fire

Physical: 45
Magical: 60
Over Damage: 5

Health: 68/75

Passive:
[LITERALLY FIRE]

Physical attacks (Slash, Blunt, Pierce) deal half damage against this enemy, and making physical contact against it deals 2d6 Fire Damage to whoever did that. Ten guesses why, the first nine don't count.

[Injured]
Fuji already hurt it a bit. Starts with less health than it should have.

Moves:
Fire Blast
DC: 50

Deals 2d6+4 Fire damage. Ranged.

Slow-Cooked
DC: 80


Targets one enemy, deals 1d8+4, and [Grapples] them until your next turn. While they're [Grappled], they take 2d8+3 Fire Damage after each action they take, and they roll with -30 to their attacks.

Flaring Up!
Magical
DC: 70


This attack may be used multiple times in one turn, but each time it's used in one turn, its DC goes up by 30. On failure, this character's turn ends. When used successfully, this character's next attack deals 1d6 extra fire damage.

Until Everything Burns To Ashes!!!
Magical, AoE
DC: 110


Deals 4d8+4 Fire damage to enemies on the field, as this character takes 15 Dark damage. If this deals more than 20 damage to enemies, this character regains 20 health!

Dark Magical Girls
Himari Kuromi
(AKA Operative Foxglove)


HP: 55

Stats:
Technical: 40
Physical: 35
[Other stats unnecessary at the moment.]

Resistance: N/A
Weakness: N/A

Traits:
[Dark Magical Girl]


Despite acting very subtle about it, she's powered by ???. While this gives her a lot of power, she is also vulnerable to Social and Magical attacks. Every two turns, have anybodywho isn't actively mentally protected roll a Mental saving throw (DC 40). If it fails, they have to roll with -10 to their next roll.

[Assassin's Guild Member]
Ready and willing to kill you if you fail this encounter. Don't fail.

Passives:

[Not Really F-ing with this]

Runs away at 25 HP for this encounter. If reduced to 5 HP or less, she is instead incapacitated for you to interrogate.

Base exp gain halved to 50 if she runs.

[Adaptive Firewall]

When hit, she gains resistance to the last type of damage you hit her with, but she changes her weakness to something random, rolled from a table. Hitting her with a weakness does x3 damage.

[Pressure Points]
Signature Passive of the Assassin's Guild. Her Crit Threshold reduces to 90.

Attacks:
Basic Attack
DC: 40


Scales off of Technical. Shock an opponent for 1d6 electric damage. For every 20 this rolls over DC, add 1d6.

Weaken Opponent
DC: 60
(Usable Once Per Scene)


Signature Attack of the Guild. Deal 1d8 piercing damage to one character. For every 10+ this rolls over DC, lower Crit Threshold when attacking that character by 5 instead of applying Over Damage.

Sudden Kill
DC: 90
(Usable Once Per Combat)


Signature Attack of the Guild. Deal 4d8 piercing damage to one character. If this Crits, deal x4 damage.

(Note: all Code attacks scale off of Technical, and must be used once each before they can be used again.

[Code: Disable]
DC: 60


Deal 2d8 Electric damage. When an enemy is hit by this, roll a d12+2. Their next attack deals that much less damage. (Cannot go below 2.)

[Code: Break]
DC: 70


Deal 3d8 Electric damage. When an enemy is hit by this, the next attack on them does 1.5x damage, or +5 damage, whichever one is higher.

[Code: Shelter]
DC: 70


Gain 2 actions on your next turn. Get a bonus +15 health, +5 extra for every 10 you roll above DC. Bonus health does NOT stack, and dissapears after 3 turns.

[Code: Dodge]
DC: ???

Set the next 2 DCs for your opponents attacks to whatever you roll with this. (Maxes out at 75) Then, get a bonus action with your roll halved.

[Code: Recharge]
DC: 50


Must be used after all four other Code attacks are used. Deal 2d6 damage to ALL combatants, and then end your turn. You may use all Code attacks again.

Dark Kamen Riders
 
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With the exception of a few things that will show up in three updates, the entire Mechanics/Rules tab is done!

In particular, please check out "combat mechanics", because that took way too much time to figure out for me.

Chapter should be out either late today or sometime tomorrow.
 
Origin 1.1: Duel
[X] The Emblema (Centurions Atry, Gargoyle II and Auxillia)


???

You groggily try to open your eyes. What happened…?

"Wake up."

You're really just considering dying right now. You've already lost so much blood anyways.

"Wake up, kid. I already spent so much time trying to get you out of there."

You roll over and off the lap of whoever's talking to you right now. "No. Five more minutes."

SLAP!!!

"I SAID WAKE UP!"

You're jolted awake by the sudden pain, and you look up to your savior/tormentor.

A somewhat annoyed girl in all blue looks down on you, and meets your gaze as you stand up to meet her.

"What the— where the hell am I?"

Around you and behind the girl, there's nothing. This isn't like that void, where there were so many stars. It's just pitch darkness in every single direction.

The woman looks at you with an angry gaze. "I think you should be answering my question first! I was just in my province of the kingdom trying to defeat some Shades, and then suddenly I took a wrong turn and I'm in space!"

You put your hands up. "I'm sorry! I had nothing to do with it, I swear! This crazy skull guy threw me there!"

After saying that, you put your hands down, and you two remain in silence for a bit.

"Ok, but where are we?"

Blue hair just stares at you. "Hell if I know. I was using one of my spells to try and fly my way out, and before I could just try and claw my way through the space as a last resort, I saw you."

"So, you dragged me through the crack…?"

The girl snorts. "Of course I tried to do that. Just who the hell do you think I am?"

You look her up and down. Her clothes, her attitude, they all suggest…

"Uh, what's your name?"

She looks indignant. "Do you seriously not know me? I'm Atry."

Centurion Atry

A rival to the heroes of her world, the Centurions.

Unlike the Centurions, she pilots her mechanical Golem, Aerial Combat Magical Cavalry Gen. 2 (Gargoyle) on her own.

In her home kingdom, she was known as the hero of the skies, "Auxila the Dragonblaze", for her incredible achievements in air combat.

You quirk an eyebrow. "So, are you the local magical girl in your town?"

She looks indignant. "What do you mean, "magical girl"?! Do you see me walking around in a dress?"

You put your hands up again. Geez, you've been doing that a good amount of times now. "Ok, sorry. Anyways, do you know how to get out of here?"

She just shakes her head. "Nope. The second we passed that crack in space, I just saw some alleyway, and then blackness. After that…"

She trails off, as she peers behind you. "Hey. If you want to get out of here, I think there might be something behind you."

You turn around. It's so small, but there's another crack. While you can't tell the specifics, it looks like it leads back into the alleyway, where the skull goons are.

Atry walks up to the crack, and puts out her hand. "Follow me, I'll take care of this. Whatever's out there, I can fight it."

She walks up to the crack, and—

Wham! A purple energy flares up from the crack, and she's sent flying back.

Atry rubs her head, and calls out to you. "Wait, kid, don't—"

And the second you look back at the crack, you realize that your right hand's already on it.

And that your right hand now has an entire glyph carved onto the top.

The energy of the dimensional crack roars and that sound reverberates into the void, before both you and Atry are pulled in.


Animate Akihabara, 7:10 AM

You blink, and you're on the hard concrete floor. It takes you a few seconds to look up.

The young man from before with the skull mask seems to be barking orders to his goons. And he definitely hasn't noticed you.

"All Skull Faces! Distract the pigs! Cover me!"

He opens up a portal made of darkness, before running away.

The two… Skull Faces in front seem to be aiming their guns at the police. You can notice the police sirens.

In the corner of the alleyway, both Arata and Mai are still gagged and bound, but they've noticed you and are trying not to yell to give you away.

…he's just running away? Coward.

What the— Atry?

The heck? I— wait, look down.

You shift your eyes to your legs.

Hmm. It seems we've fused together. What you see, I see.

"You seem less disturbed about this than the average person would be." You think.

Don't worry, I have experience with this kind of thing. And I have an idea, Rei.

"How'd you know my name?"

Talk later! How fast do you think you can get up?

"Five seconds, minimum."

That's enough.


The Skull Face in front (the guy who took out the Rune for that Glyph that sucked you into the void) is pointing his guns at the police. Looks like it's a standoff. "Don't you dare shoot!" He yells, "Otherwise we'll shoot the hostages!"

Another Skull Face points his gun at Arata and Mai.

Alright, that's enough.

You get off the floor, and stand up. As you do, your left hip starts to burn.

The two Skull Faces that are armed with guns point their rifles at you, while the other two in the alleyway put their hands up. You look over at the police. Just like the Skull Faces, they seem to be unsure what to do.

Almost on instinct, your right hand swings over to your hip. And when you pull your hand away, you find in your hand a deck of cards. They burn with a golden light.

What the heck are these? The design reminds you of a portal, or something.

C'mon. Stop thinking about that. Just follow my lead.

You stop in your tracks, as the Skull Faces load their rifles, and two others pull out black swords. Should you really let somebody else take over your body? Put your life into the hands of someone else for once?

Then, for just a split second, your dearest friend's last words to you before she disappeared ring in your head.

Never stop thinking your way through things, Rei.

Just make sure to include other people in your thinking as well. Ok, partner?


Thanks, Akemi.

Your palm spasms a bit, before your hand shuffles the deck and instinctively pulls out a card. The card lights up, right before you flip it over to see the picture on the other side. On it, you can see Atry, and two shadows behind her.

Akemi seems reliable. Really cool as well. If you wanna make her proud, let's do this together, aight?

"Alright!
"

The Skull Face in the front who was talking earlier points in fear. "Wha— you should be dead! How did you get out of that Void Glyph?!"

You just stare at him in silence, as your hand throws the rest of the deck into your pocket, while you palm Atry's card to your chest and take a deep breath.

As you do so, a belt forms around your waist.

Driver On!

"What the—?!"

I had a similar experience. Don't think, just do!


You take Atry's card, and insert it into the slot.

CHANGE! SYNCHRO!

Behind you, you don't know how but you just know, a black and brown patterned portal starts spinning behind you. A powerful wind covers the alleyway, and Arata and Mai watch in amazement.

The Skull Faces blinks. The cops duck and cover. "I won't hesitate!" The main Skull Face with the gun yells. "Just give up already and tell us who you are!"

The rest of the goons join in. "Give up!"

"Get out!"

"The hell you think you're doing!?"

You take another look at the futuristic belt— no, you've heard of these, it's a futuristic Driver, and you slam your hand down on the fingerprint authenticator.

You stare down that man with fire in your eyes, and thrust your right hand out to the side. Your black jacket billows out in the wind behind you.

You take a deep breath. "Nah. I don't think I will. I'm done having others tell me how to live."

The portal, and your new Glyph-hand, glow white and green.

The words come to the tip of your tongue like you were waiting a lifetime to say them. You snap your fingers.

"Henshin."

LET'S DUEL! CARD SET - EMBLEMA!


A blinding light fills the alleyway, and everyone closes their eyes. When you open them, you feel powerful.

The world seems like it's ten times clearer, and you already had 20/20 vision before.

Your legs feel like they could run a marathon, and your head just feels right for once.

The goons with the guns start shooting.

Let's go!

"Alright then, partner!"




You charge forth, and as you do, a beautiful blue spear with a ribbon tied to it manifests itself into your hands.

My signature weapon. Stab with poise, not force, and don't miss.

You dodge and duck a few shots from the rifle wielders, before you land in front of a sword wielding Skull Face. He swings at you, but you effortlessly parry with a swing of Atry's spear, knocking the black sword out of his trembling hands.

You can't have mercy here, so you put your arm far back—

And strike with a single stab, straight through his heart.

The rest of the group sees their comrade fall to the floor, and in a rage, they rush forward.

"You bastard! You're no better than the rest of us!" One cries out.

"So what?" You quip back, as you're dodging a fist. "It's not like I ever claimed I was some innocent little girl."

As you say that, the bloodlust just dripping from your words almost surprises even you.

One of the Skull Faces lands a huge blow on you with a surprise sucker punch, and you stagger back. That's what you get for talking during combat.

Another one jumps up and swings an expertly placed kick into your gut, making you stagger back.

You plant your feet down into the ground and push away the two goons, but the damage has already been done. A slowly widening crack has appeared in your armor.

As you push them to the sides of the alley, one more grunt comes out, and aims his gun at you. Shoot, there's not enough time to dodge!

Almost on instinct, your arms are raised up in front of your stomach to protect you.

That's me. Now, brace yourself!

The Skull Face shoots you, and though the mysterious armor protects you, the impact still feels dangerously painful. You have no doubt that your ribs would have been broken by now otherwise.

The grunt jeers. "Heh, for all the warnings our boss gave us, you Kamen Riders really ain't shit!"

A Rider? Now that just sounds plain wrong.

You grin underneath your mask, even though they can't see it.

"Don't call me a Kamen Rider, you sacks of flesh!" You yell. "I'm just as much a hero as you assholes are!"

Rei. End this quickly.

Just like before, your body seems to move on its own once more, likely because of Atry's instincts.

You spin your spear through the air, parrying another bullet that dares to get close, before slamming the ribboned hilt into a Skull Face that was trying to sneak up on you.

Pour your soul into this!

Your spear hits the ground, and it ignites with a yellow energy, the heat scorching the concrete with ash. The energy coalesces around the speartip, before it grows into a beautiful scythe edge.

Atry starts the chant for you. This is the apex of all my determination, all my emotions poured into one blow…

And you finish. "This is my Scythe of Sorrow!"

You spin though the air, before dashing back down to the ground at inhuman speed. As you finish your spin and slam back into the ground, the scythe blade disappears—

And with a crack, so do the necks of two of the Skull Faces. Their heads roll to the floor, and their bodies drop dead instantly. That's three down, three to go. This job's almost done.

Deep in your soul, you feel a strange sense of satisfaction from Atry as well. I believe we can take this further.

If anyone could see your smile and eyes right now, they'd see someone gleeful. "Do it!" You think.

Follow my words then.

Back outside of your head, you plant your feet to the ground, and start reciting the words almost by rote.

"Actualizing the next form. Setting up Golem, 2nd Gen."

The other gun wielding Skull Face tries to shoot you, but it's too late. The outer layer of your armor flies off, and starts to recombine itself into a new form. The bullets simply ricochet off the flying armor, and embed themselves into the walls.

"Assuming the power of the sacred stone, activating Aerial Combat Magical Cavalry Gen. 2, Gargoyle!"

Your Driver responds to your commands, its screen coloring into a mix of white and blue, as the armor reequips itself onto you, blue now blending into black.

LEVEL UP! CAST ON! GARGOYLE II!

[REINITIALIZED] [OFFENSE MODULE INITIATED] [ALL SET]


Good to see you, Gargoyle. Lend us power!

You jump into the air once more, maniacally laughing. As you do, yellow webbed wings made of the same energy as the scythe sprout from your back, and you do a loop de loop before soaring towards the grunts again.

Claws emerge from your armor, and with four swipes, you break through the armor of two of the Skull Faces, ripping straight through their torsos.

You feel incredible. How long had it been since you felt the thrill of a fight— a real life or death experience?

The last grunt desperately shoots you, right in the helmet.

[ARMOR MODULE INITIATED] [NEGLIGIBLE]

But your head just snaps back the second it absorbs the force, and the bullet falls down to the ground.

"YOU'LL HAVE TO TRY HARDER THAN THAT!" You yell, almost breathless.

Now, just [FINISH THEM.]

You don't need words to communicate with the spirits inside you for that. Your spear teleports back to your hand from the ground, and as yellow energy surrounds it, this time the spearhead takes the form of a three pronged claw-like blade.

You spin once more to dodge another bullet, and wordlessly, you slash the last man with the new blade. The blade's path seems to leave a purple trail, almost as if it dares to leave a scar on space itself. The Skull Face seems like he's in slowed time, as if he's trapped between dimensions and unable to move in either of them.

Now, for the coup de grace. You press down on the Driver one last time, taking all its energy.

ONE TURN KILL! EMBLEMA ATONEMENT!

You unload every single last bullet from your old pistol into the man's head, before jumping back, up, and then launching yourself through the air—

Right before you put your left leg back, and impact the man's face with a perfectly placed flying Rider Kick.

The purple aura that sealed him breaks, and he flies at top speed into the alleyway wall, splattering into a fine red mist.

You land on the ground, and the armor seems to dissolve off of you. You've defeated all the Skull Faces, six dead.

Wait. Six goons?

You turn around, and out of the corner of your eye, you see the last Skull Faces running away, and they're being chased by the police. Good, that means that they won't be trying to find you.

You immediately run over to Arata and Mai, and start undoing their gags and ropes. Both your boss and coworker seem stunned, as they cough up spit and gasp for air.

Well, Arata does. Mai just stares at you, since she doesn't need to breathe.

"How did you do that?" Mai asks, "I thought Kamen Riders were just an urban legend!"

You grin. "Well, it was easy! I just—"

You just—

Wait, what did you just do?

You slowly turn around, and actually take in the full extent of the fight that just happened.

There's so much blood. Dear god.

You see two men lying down on the floor, headless, and another two of them have had their torso practically ripped to shreds, guts spilling out. One of them lays against the wall, impaled through the spine and clearly gone from this world.

And you can't see one of them at all. Just the bloody smear where there should be a body.

You— you haven't changed at all. You're still just a killer. A tool that creates violence.

You lean against the wall and vomit.


Arata and Mai practically have to carry you back into the store, as you're catatonic. Tears stream down your face, as both of them try to wipe you down to stop the smell of… God, you don't want to know.

Fuck, I'm just… Rei, it's ok if you don't forgive me.

[ANALYSIS] [APOLOGY] [INSUFFICIENT]

Mai wipes your tears. "Rei. Maruki. Maruki-chan, what happened."

You curl your legs up so that you're now in the fetal position. "I don't know, it happened so fast. One second I was in the void then you guys got kidnapped then I met a weird lady then I fucking murdered those guys—"

Arata looks into your puffy and red eyes, and then hugs you. Mai does too. "Calm down," he whispers, "you don't need to let it all out at once."

You all stay there for a second, before both Mai and Arata let go.

Mai leans in. "Do you need space?"

"No, stay here."

You pinch your nose, but it's much too late to stop the rampant migraine. All you can do at this point is breathe deeply.

After some time in silence with your two friends, you start to feel normal again. "I don't know how I did that, or why I did that."

Arata just silently nods, waiting for you to keep going.

"So much just happened at once, I couldn't even blink. It was like my brain was on cloud nine in hell. So much blood…"

Mai starts patting your back comfortingly.

You look at your hand, emblazoned with a symbol of a stylized black hole, and the lines surrounding it to make glyph. When you got out of that void, how much of it got out into the world with you?

That's a question you don't want to know the answer to.

If it makes you feel better… I don't know what happened either. I never act like that normally, even in the thick of battle. It must be that thing's malicious influence.

You take another deep breath, and get off the chair you've been sitting on. You start to walk out. "Mai. Have the company get me my emergency pay. I'm gonna have to be doing some other things away from the store."

Your expression hardens into stone. "I've run away from my past for too long. It was bound to run into me one day."

The automatic door closes before either of them can tell you to come back.

Combat Log

Initiative Order

>You: 20, 3, 4
>Them: 2, 5, 17, 2, 6, 13
>Initiative order set:
Rei (20),
Umbra Sword A(17),
Umbra Fists B (13),
Umbra Fists A (6),
Umbra Gun B (5),
Rei (4),
Rei (3),
Umbra Gun A (2),
Umbra Sword B (2).

QM Note: Next time I will just roll for all the mooks as one unit.

Also, when it comes to fights where you're very much outnumbered and fighting alone, the formula goes 2 enemies=1 Rei action. This may change when you get teammates.


Turn 1
Rei uses Basic Attack on Umbra Sword A (DC 40)
(67+12+28=107)
(2d6=9. 9+6=15. Pierce weakness was discovered.)
(15 X 1.2=18)
Umbra Sword A goes down.)

Umbra Fists B uses Desperate Swing. (DC 60)
(63)
(2d4=5)

Umbra Fists A uses Focused Opening.(DC 50)
(70)
(1d6=4+2+2=8. Next Mook attack gets one extra attack dice.)

Umbra Gun B (DC 70)
(72)
(2d10=4.)

Rei-Scythe Of Sorrow targeting Gun B and Sword B. (DC 60)
(61+40)
(3d6=11. 11+4=15. Both of them go down.)
(Technically Sword B took extra damage because of weakness but I don't feel like thinking about it.)

48 damage done. Rei transforms into Gargoyle II!

Rei uses Soul Claw Slash, targeting Fists A and B. (DC 70)
(48+45=93)
(4d6=13. Slash Weakness on this enemy discovered.)
(13x1.2=16. Both unarmed skull faces go down.)

Umbra Gun A uses Desperate Shot. (DC 70)
(94)
(2d4=5. 5+2=7.)

Rei uses Emblema Atonement.
(92)

(Fuck it, I don't even need to do the math. Umbra Gun A is absolutely definitely ultra dead.)

Victory!

Rei health: 24 Damage Taken. (26 if you count the gunshot from update 1.)
(30/56)

Rei's health is fully healed at the end of combat.

EXP:
Mooks x6=60 EXP.

[Break Down] x1.5 EXP modifier.

90 EXP Gained.

Level 1 (90/100 EXP)

(QM Note: Well, that was a lot of detail, so I'm going to explain all the mechanics as they came through. Remember, you can check in the mechanics tab in the new "Combat Mechanics" to see all this stuff.

Initiative:
At the beginning of combat, everybody rolls a flat d20. The higher the number, the faster you go in the turn order.

Scenes And Turns:
One update of fighting is a Scene. One round of everybody taking an action in initiative order is a Turn.

Extra Actions:
When Rei is outnumbered at least 4 to 1, she'll get one action per turn for every two enemies.

This may change depending on how many allies you have.

Attack DC:
Most attacks will have a DC, that changes depending on how difficult it would be to land that attack. Landing within 10 short of that DC will give half damage, while under that will have the attack miss.

All your attacks rely on Physical unless said otherwise.

Weakness:
When enemies or allies are hit by something that they are particularly weak too, they'll take x1.2 damage, rounded to the nearest whole number.

Over Damage:
When rolling to attack, rolling over the DC by 10 or more gives +1 damage for each 10 you were above the DC. This can increase with time.

Special Moves:
Certain moves, such as that Scythe of Sorrow, can only be used a certain number of times per scene. Check your character sheet to see how many times you can do each move,

Finishing Moves:
Finishing Moves MUST be used as a character's last move in a Turn, and the character will be unable to move during their next action if the Finishing Move does not kill.

If a character has multiple actions, they must use their finishing move in their last action.

EXP
C'mon, you've played video games. You know what this is.

Health
If this hits zero, you'll either be knocked out or straight up die, depending on how hard you were hit.

At the end of combat, each Hero's health will be restored by half their max. The rest stays around in your civIlian form.

Leftover damage from combat cannot take your civilian form's health below 1.


Well, now what?

(QM Note: This vote will determine the first half of the first arc, aka the next 3-5 updates.)

(While all of these things are available later, the selected option will take priority and likely be the easiest. Choose wisely.)


[ ] Try and find somebody from your past to help you. Maybe Akemi's still out there somewhere.
-Go find your companion. She'll find you as well, and she's probably the only one who understands your past.
-Also, get a proper introduction to your benefactor,
[REDACTED].
-C'mon, don't you want to get a proper name for that guy already?

[ ] Throw hands with some more Skull Faces. While you're at that, try and figure out what happened with you and Atry.
-Gain intel on Mr. Dokurokan, and whatever "Umbra" is.
-Try and figure out what the hell Atry, her friend, and the weird deck even are.
-And while you do all that, get extra time to both get acquainted with Magic and combat.

[ ] Try and find other heroes, of any kind.
-Attempt to find either the Rider or Magical Girl Secret Societies, or if that falls through, the local MGs/Riders.
-Get an introduction to a good chunk of the side characters for this story.

[ ] Contact the government/police.
-Hahaha, no.
-They probably think you're a murderer, which you pretty much are.


Gargoyle II's Advice:
[FIND] [INTEL] [CALM] [MIND]

Atry's Advice:

Listen, I'm sorry kid. But I know that both you and I will be fine, eventually.

For now, just keep looking for an answer, and somebody who can help you. Getting through this alone isn't something that's right for you.


Author's Note:

After running just one turn of one fight, I can confidently say that I will never argue with my D&D DM ever again. Holy fuck that was complicated. And I skipped out on part of the math as well!

My favorite part of this update though, was the Gargoyle II transformation and finisher. The part after your Duel Driver says Level Up is a reference to a certain Heisei Kamen Rider— can you guess which one?

I also got to learn about Centurion lore! Link to that here.

Anyways, while this vote should be simple, I'd like to tell you all something a bit more interesting: I've made an entry to the SV Summerfest Storytelling Showdown!

If you guys give me more "Sun" Ratings (The sun+smiley face thingy), I'll be able to make it to higher stages of the contest, and if we do that, more people will come by to vote and discuss! It's a win-win for all of us.

(I'm also not above giving Rei 10 - 20 EXP if we hit certain stretch goals- food for thought…)

Happy voting, heroes.
 
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