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Posted: Tue Dec 02, 2014 5:04 pm
The dwarf planet Eris never gave anyone a second thought. The tiny hunk of space rock, located far beyond Pluto, was always ignored. After all, the place had no life and no possibility to harbor anything living according to reports. However, from this desolate place a signal came – a cry of distress. It is up to the Celestial Gemstone Senshi to find out who has sent this call but things are never quite that simple. Upon arriving they find that instead of the secluded, barren planet they expected they are instead greeted with a lush expanse of forest. Forests and a palace of ancient build.
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Posted: Tue Dec 02, 2014 5:06 pm
  Night//Clear//Chilly
Eris perpetually experiences twilight. Even though the protective barrier protects against the most frigid temperatures, the air is still cool. Despite being so far away from the sun, somehow moonlight trickles down into the thick forests that defy nature.
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Posted: Tue Dec 02, 2014 5:13 pm
 This is where major plot points of the roleplay will be logged 
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Posted: Tue Dec 02, 2014 5:14 pm
  Sailor Eris was banished to the planet she was named for during the Silver Millennium by Queen Serenity. While the reason for the banishment is long forgotten by this senshi, the act of it left a bitter taste in her mouth. Unlike the others Sailor Eris was never given a chance at rebirth and over the years her seclusion caused her sanity to decline.
Now, after so long of being trapped on Eris, the guardian has finally weakened the barrier placed around a small section of the dwarf planet to send out a signal… her goal being revenge on the moon family and it’s protectors. 
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Posted: Tue Dec 09, 2014 7:29 am

Listen Checks – A listen check is when a character stops to listen to their surroundings to glean information. Listen checks are done against the Wisdom stat and are successful when the die rolls lower than the stat. Roll a 20 sided die to perform a listen check. If you fail you’ll hear nothing suspicious.
Trap Checks – Sometimes Eris will lay traps for the Celestial senshi. A trap check is a roll against the Dexterity stat and are successful when the die rolls lower than the stat. Roll a 20 sided die to perform a trap check. If you fail, you’ll not find traps even if they are laying about.
Item Checks – There will be helpful items laying around the planet that will assist the senshi if they’re found. An Item check is performed when someone rolls a 20 sided die against their Intelligence Stat and is successful when the roll is lower than the stat. If unsuccessful nothing will be found even if there are items about.
Order of Battle – Order of battle rolls dictate in which order the senshi and enemy fight. The highest roll gets to perform an action first and so on and so forth until the lowest roller gets a chance to do something. Two six sided dice are used to determine the order of battle.
Battle Damage –
Power Damage: You roll a 20 sided dice. You need to roll higher than an 8 to make a hit and the amount of damage you deal is equal to the number you roll, maxing out at the number your Intelligence stat is.
Physical Damage: Unlike a Power attack, a physical based attack does not need a certain roll to make contact. Like physical damage, it will deal the damage equal to the number you roll and maxes out at the number of your Strength stat.
Taking Damage: Each character (including enemies ) have the opportunity to block. You roll a twenty sided die and will block successfully if the roll is above 10. If successful you take the amount of damage that was supposed to be against you and subtract it against the number of your Constitution. For example, if an enemy does 18 damage and your Constitution is 15 a successful block will result in your character taking 3 points of damage. If the amount of damage they would have dealt is equal or lower than your Constitution no damage will be taken.
Power Points – Checks and battle actions both require using Power Points. Think of Power Points as your character’s energy that’s slowly being depleted as they do strenuous activities. After checks are performed, roll a 4-sided die to determine the amount of PP used. Battle Actions require a roll of a 6-sided die to determine the amount of PP used.
Sometimes rolls for the consumption of Power Points will be determined by the Game Master (Dazzling Citrine) depending on certain obstacles that the Celestials will encounter throughout the course of the game.
*Unlike battle actions, checks can be performed as many times as needed to be successful.

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Posted: Tue Dec 09, 2014 7:35 am
There was a forcefield around a quarter of the planet Eris. Around the section not covered by the magical bubble the planet was as expected – dark, cold, desolate. Where the energy dome touched, however, lush plants grew without the aid of a sun. Not only lush plants but vegetation that could only grow on planets within the reach of a star’s warming rays.
Strange but stranger still was that the forcefield opened easily for the Celestial Gemstones as they made their descent on to the previously assumed to be dead planet. They landed without issue and once outside of the safety of their craft, noticed the slight chill the air has and the odd perpetual twilight… for what was expected, even inside of the protective barrier, was pitch blackness.
Just off the right of their landing site was a large structure; ancient and looked as if it should have been falling apart. An aura of power radiated from the site and the open doorway beckoned them in.
All around them were plants and trees. The trees were tall but provided a fruit that looked like golden delicious apples. The underbrush was vibrantly colored, coming in shades of violet and red so intense that it almost shone neon through the misty teal of twilight. If need be, the Celestials could live off the land for quite some time. ----- Objective: Find the source of the signal Signal Strength: Weak Points of Interest: The ‘ruins’, the fruit, the herbs
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