The Overseer's Challenge IC

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Re: The Overseer's Challenge IC

Post  Curunir on Fri Mar 15, 2013 2:43 pm

"Ah, more acid I see. Seems to be a theme around here. Glad I lightened up, not sure armor'd be any good if anypony got stuck in that thing." Hussar hesitated, wondering how to approach this new foe- could it be that charging it would be the wrong choice?

Combat Preparation:


Initiative = 5

[+3] Charging Momentum (Way Too Tough) - Standard Utility
You may make a saving throw.

[+3] “For Faith, Law, and King!” Sanctity of Faith - Standard Utility
You gain regeneration 2 (save ends).

[+1] Joust (Demand Duel) - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

[-2] Trample (Slashback) - Interrupt Attack
Trigger – A creature hits you with an attack.
Effect - Deal 1d12 damage to the triggering creature.

[-7 -4] Winged Hussar Charge (Hurricane Blade) – Minor Utility
You conjure a Wind Rapier in your hands charge forward with your lance. You can dismiss the Wind Rapier stop charging as a free action. While you are wielding a Wind Rapier charging, you cannot use your other combat talents. Instead you may use the combat talents below.

Trait – Full-speed Charge (Blessing of Wind)
When you conjure this blade begin to charge, you immediately jump to the top of the initiative order.

[+2] Rattling Feather Whoosh (Blowback) – Standard Utility
Flip a coin for each enemy. If you win that flip, that enemy is dazed (save ends).

[+1] Ride-by (Flash-Step) – Minor Attack
Deal 2 damage to target creature.

[-2] Break the lines! (Gale) – Standard Attack
Deal 3d8 damage to target creature and all creatures adjacent to it.

[-2] Lance (Typhoon Parry) – Interrupt Attack
Trigger – An enemy damages you with an attack that only targets you.
Effect – The attack does not affect you. Deal 1d10 damage to the triggering enemy.

[-4] Shatter the enemy! (Call the North Wind) – Standard Attack
Blow target creature and all creatures adjacent to it away from the battle, removing them from combat for one round (a creature removed from combat cannot affect any other creature in the battle with combat talents or be affected by any combat talents - though it may still use [+] abilities to gain PiPs). You may choose to deal 1d12 damage to a creature thrown this way. The Wind Rapier vanishes. The charge ends.

Special Ability

Inspiration and Awe (Dazzling Performance)
8: You may use one of target enemy’s combat talents at random without paying its pip cost.
10: For each enemy, flip a coin. If you win that flip, stun that enemy until the end of its next turn.
12: You and target ally each gain 2 pips.

Light Hussar Armor (Amulet of Extraordinary Protection) - 1000 Gold
Trinket
You begin the battle with 8 temporary hp.

Helmet (Iron Shield) - 1000 Gold
Trinket
Once per battle you may use the following combat talent.
[0] Glancing Blow (Endure Pain) - Interrupt Utility [1/Battle]
Trigger - You would be reduced to 0 hp or less.
Effect - You are reduced to 1 hp instead.

Hussar’s Medallion (Talisman of Weapons) - 1000 Gold
Trinket
Once per battle, if you possess the a Conjure Weapon combat talent, you may reduce the cost of the Conjure Weapon talent to 4 pips.


Last edited by Curunir on Fri Mar 15, 2013 6:11 pm; edited 2 times in total
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Re: The Overseer's Challenge IC

Post  Lyntermas on Fri Mar 15, 2013 3:16 pm

Blitzkrieg readied himself. This acid blob could be challenging, but it seemed it was the only way to proceed. "Be careful that it doesn't envelop you, comrades, lest you suffer the fate of its last meal. To arms!"
Combat Stuff:
Initiative: 6
[+2] Perfect Focus - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more pips.

[-3] Misdirection – Interrupt Attack
Trigger – An enemy damages you with a combat talent.
Effect - A random enemy takes the damage instead.

[-2] Ignite - Standard Attack
Target takes ongoing 1d10 damage (save ends).

[-2] Blink - Interrupt Utility
Trigger - An enemy targets you with an attack.
Effect - Flip a coin. If heads, you are not affected by the attack. If tails, gain 5 temporary hp.

[-7] Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.
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Re: The Overseer's Challenge IC

Post  Doc pseudopolis on Fri Mar 15, 2013 4:34 pm

PACU backs off slightly to get the cube into it's recommended range as the gunbarrel moves back into the firing position
"Recording enabled. A.I. safety locks already released. Commencing live-fire test 002."
Roll (Initiative)
Roll:
Roll(1d20)+0:
4,+0
Total:4
Combat talents, items:

Combat talents
[+3] Take Aim - Standard Utility
You may reroll all 1s on your next attack.
[+1] Double up (Gather Energy) - Standard Utility [Created by Karilyn]
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.
[+1] Armor Pierce - Standard Attack
Deal 1d6 damage to target creature, and that creature suffers vulnerability 1 (save ends).
[-2] Scan (Meditate) - Standard Utility [Created by LoganAura]
For your next two turns, you deal +1d12 damage on attacks that have two or fewer targets.
[-3] Critical hit (Exploit Weakness) – Standard Attack
Deal 2d8 damage to target creature. If that creature is suffering from vulnerability, deal 3d8 damage to it instead.

Items.
Laser-sight (Sneaky Bastard Sword) - 1000 Gold
Weapon
Twice per battle, you may use the following combat talent.
[0] Red-dot (Sneaky Bastard) - Minor Action [2/Battle]
Until the end of your turn, target creature suffers vulnerability 2 against your attacks.
Basic Nano-repair unit (Lifebound Armor) - 1500 gold
Armor
You gain regeneration 3.

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Re: The Overseer's Challenge IC

Post  Xel Unknown on Fri Mar 15, 2013 6:41 pm

Proto doesn't really react much to this... Just loads yet another bolt and gets ready the magics it'll fire off with it.

combat talents:
Roll of Initiative: 1D20 => 16

[+4] SUPER Reload (Trance) - Standard Utility*
You suffer vulnerability 4 until the end of your next turn.

[+3] Magical Reload (Form of the Serene Armadillo) - Standard Utility*
You gain 1d4 temporary hp.

[+3] Reload: New Plan (Open Options) - Standard Utility*
Choose one of your talents you didn’t bring into battle this encounter. Substitute that power for this power for the rest of the encounter.

[-3] Explosive Arrow - Standard Attack*
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

[-3] Magic Arrow (Furious Rage) - Standard Attack*
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.

Items:

Weapon

Overcharged Bolt (Oversized Sword) - 1500 Bits
You may use the following combat talent.

[-4] POWER SHOT! (Not Compensating For Something) - Standard Attack
Deal 1d20+1d12 damage to target creature. If you roll a 19-20 on your d20, you may activate all three of your Special Move Features.

Trinkets

Spell Shield (Amulet of Extraordinary Protection) - 1000 Bits
You begin each battle with 8 temporary hp.

Stats

HP: 30 + 8
PiPs: 4
Condition: READY FOR COMBAT
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Re: The Overseer's Challenge IC

Post  thematthew on Sat Mar 16, 2013 1:30 am

Maretoko wairly looks up at the... blob, "That doesn't look like... COMBAT MODE INITIATED, COMMENCE SUBROUTINE 47-23-18-SET-KILL"
Spoiler:
Initiative: 6

Talents:
[+3] Furiously Hitting Buttons (Critfisher) – Standard Utility
Choose one;
A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).
B) Pay 2 pips. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[+1] Incompetence Engine (I Meant To Do That) [Immediate Reaction]
Trigger - You roll a 1 on a d8, d10 or d12.
Effect - Flip a coin. If heads, you gain 2 temporary hp.

[-X] Draw Lifeforce (Drain Blood) - Minor Attack
Deal X damage to target creature. Target creature gains X+2 life. X cannot be less than 1.

[-1] DOOM! ...oops (Blood is Power) - Minor Utility
You and target creature each suffer 5 ongoing damage (save ends).

[-10] PUSH ALL THE BUTTONS! (Crescendo) - Standard Attack
Deal 1d4+1 damage to target creature.
Deal 1d6+2 damage to target creature.
Deal 1d8+3 damage to target creature.
Deal 1d10+4 damage to target creature.
Deal 1d12+5 damage to target creature.

Items

Fleshrender - 2000 Gold
Weapon
Whenever you damage a creature that is suffering from ongoing damage you may increase the ongoing damage that creature is suffering from by 2.

Iron Shield - 1000 Gold
Trinket
Once per battle you may use the following combat talent.

[0] Endure Pain - Interrupt Utility [1/Battle]
Trigger - You would be reduced to 0 hp or less.
Effect - You are reduced

Special Ability Be Prepared
8: Deal 1d10 damage to target creature.
10: Target creature gains 2d12 hp.
12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies may use any combat talent that you possess - even if you did not select it for this battle.
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Re: The Overseer's Challenge IC

Post  SilentBelle on Sun Mar 17, 2013 8:06 pm

Proto is the quickest to respond to the bounding gelatinous cube.
'Initiative Order':

Initiative:
16 - Proto
10 – Gel Cube
6 – Blitzkrieg
6 - Maretoko
5 - Hussar
4 - PACU
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Re: The Overseer's Challenge IC

Post  Xel Unknown on Mon Mar 18, 2013 12:10 pm

Proto fired off another power shot... But this time it did end up being overcharged and overloaded with magics.

combat talent:
[-4] POWER SHOT! (Not Compensating For Something) - Standard Attack
Deal 1d20+1d12 damage to target creature. If you roll a 19-20 on your d20, you may activate all three of your Special Move Features.

1D20+1D12 => [ 17 ] + [ 3 ] = 20 damage to the cube
status:
HP: 30 + 8
PiPs: 0
Condition: Green
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Re: The Overseer's Challenge IC

Post  SilentBelle on Mon Mar 18, 2013 1:53 pm

Xel Unknown wrote:Proto fired off another power shot... But this time it did end up being overcharged and overloaded with magics.

combat talent:
[-4] POWER SHOT! (Not Compensating For Something) - Standard Attack
Deal 1d20+1d12 damage to target creature. If you roll a 19-20 on your d20, you may activate all three of your Special Move Features.

1D20+1D12 => [ 17 ] + [ 3 ] = 20 damage to the cube
status:
HP: 30 + 8
PiPs: 0
Condition: Green

Your bolt tears through the acidic mass, perhaps less effectively than planned, leaving a gaping hole.
The hole slowly begins reforming and it retaliates by quickly pouncing upon Proto and his adjacent allies, Maretoko and Hussar.

technicalities:
The cube is regenerating and has an amount of resistance.

Proto, Maretoko, and Hussar all suffer this condition:
Engulf - Standard Utility
Target creature and adjacents become dazed, loses hit points equal to the amount of HP this Gelatinous Mass gains, and can only use the following combat talent in place of their normal combat talents (save ends all).

(0) Gerroff! - Minor Utility
Make a saving throw against a (save ends) condition of your choice, if you fail the save, you pay 1d6 HP.

Next up is: Blitz, Maretoko, Hussar, Pacu, Proto
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Re: The Overseer's Challenge IC

Post  Lyntermas on Tue Mar 19, 2013 1:49 am

"Blasted creature! It means to consume my comrades! Well, I don't have to wait any longer!"

Blitz summoned forth his Thunder Hammer, and gave the gelatinous cube a ringing blow. "Hopefully you'll find that your meal doesn't agree with you!"

Feeling a surge of energy, Blitz sent blast after blast from his horn into the creature. "Take that! And that! And...oh, I hope I don't hit one of my friends."

Combat:

[-7] (-4 due to Talisman of Weapons) Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.

[+1] Ringing Blow - Standard Attack
Deal 2d10 damage to target creature, and that creature is dazed until the end of your next turn.
Rolling...2 +10 = 12

Special Move: Plasma Blast (Buccaneer Blaze)
10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.
Rolling...3 + 8 = 11
(I've got proof!)

Special Move: Plasma Blast (Buccaneer Blaze)
8: Deal 1d8 damage to target creature and each creature adjacent to the target.
Rolling...3

Stats:
HP: 30
Pips: 1
Status: Good. Really, really good.
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Re: The Overseer's Challenge IC

Post  SilentBelle on Tue Mar 19, 2013 10:41 am

Lyntermas wrote:"Blasted creature! It means to consume my comrades! Well, I don't have to wait any longer!"

Blitz summoned forth his Thunder Hammer, and gave the gelatinous cube a ringing blow. "Hopefully you'll find that your meal doesn't agree with you!"

Feeling a surge of energy, Blitz sent blast after blast from his horn into the creature. "Take that! And that! And...oh, I hope I don't hit one of my friends."

Combat:

[-7] (-4 due to Talisman of Weapons) Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.

[+1] Ringing Blow - Standard Attack
Deal 2d10 damage to target creature, and that creature is dazed until the end of your next turn.
Rolling...2 +10 = 12

Special Move: Plasma Blast (Buccaneer Blaze)
10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.
Rolling...3 + 8 = 11
(I've got proof!)

Special Move: Plasma Blast (Buccaneer Blaze)
8: Deal 1d8 damage to target creature and each creature adjacent to the target.
Rolling...3

Stats:
HP: 30
Pips: 1
Status: Good. Really, really good.

With surprisingly precise blows, you beat the cube into a much less cubish shape. It quivers in pain.
"That's right! I decided to give it pain receptors."

technicalities:
Each blow is met by resistance, your final blow was entirely subdued.
The cube is now bloodied.
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Re: The Overseer's Challenge IC

Post  thematthew on Tue Mar 19, 2013 4:04 pm

Maretoko struggles against the enveloping slime and breaks free!
Standard Action:
(0) Gerroff! - Minor Utility
Make a saving throw against a (save ends) condition of your choice, if you fail the save, you pay 1d6 HP.
save 16

As she frees herself, she quickly strikes at some of the buttons of her newly freed hoof.
Minor Action:
DOOM...Oops: Maretoko and Cube take OD 5

Saving Throw:
7...

Combat Stats:
hp: 30
pips: 3
Taking OD 5


Last edited by thematthew on Tue Mar 19, 2013 5:11 pm; edited 2 times in total
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Re: The Overseer's Challenge IC

Post  Curunir on Tue Mar 19, 2013 4:44 pm

Hussar stopped himself from opening his mouth in surprise and terror as the cube enveloped him- it would be bad enough without swallowing some of the caustic... stuff it seemed to be made of. The cube vibrated as if from a heavy blow- Hussar thought he could make out Blitzkrieg hammering the foe on the outside. Taking advantage of the opportunity, Hussar surged forward with a burst of strength, tearing through to the other side of the cube, lance extended. Maretoko had made it out, but the ballista was still caught within. He began charging at the cube again- directly towards where it held Proto. At this speed, he would be able to strike it before it could respond.

"You had best release my ally, or you will certainly feel the sting of my lance once more!" He shouted, not that the thing could probably hear or understand. Of course, who knew what the mad warlock had done to it- apparently the voice had thought it amusing to give it the ability to feel pain.

Combat:
Start of Turn: HP 30, THP 8, PIPS 4, Condition: Enveloped

Minor Standard Action: Gerroff!
Saving Throw: 18
Whew... Free! For now...

I get a Standard Action since the save ended before the end of my turn, yes?

Standard Action: [+1] Joust (Demand Duel) - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.
Roll: 6 damage to the Cube


I instead use
[-7 -4 ] Winged Hussar Charge (Hurricane Blade) – Minor Utility
which moves me to the top of the initiative order.


End of Turn: HP 30, THP 8, PIPS 50, Condition: Terrified of Cube of Jelly Okay, Top of Initiative


Last edited by Curunir on Tue Mar 19, 2013 5:11 pm; edited 2 times in total (Reason for editing : Gerroff! Standard action (Changed other action to minor))
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Re: The Overseer's Challenge IC

Post  Doc pseudopolis on Tue Mar 19, 2013 7:47 pm

Turn Start! (HP:30 PIPs:4 Condition:Green)
"Targetting."
Combat talent:
[+3] Take Aim - Standard Utility
You may reroll all 1s on your next attack.
PACU stood by and scanned the blob, looking for the best area to target.
Turn End! (HP:30 PIPs:7 Condition: Reroll ones on next attack.)

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Re: The Overseer's Challenge IC

Post  SilentBelle on Tue Mar 19, 2013 8:18 pm

With two of it's victims now out of it's goo, an unhappy face forms on the surface of the cube, which looks oddly like a melting jack-o-lantern, if the ooze were orange that is.

(Hussar and then Proto, then the Cube)
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Re: The Overseer's Challenge IC

Post  Curunir on Tue Mar 19, 2013 8:29 pm

Not wanting to end up in the middle of the cube again, Hussar turned at the last second, merely clipping the cube. He was quite certain it was already patching itself up behind him. He circled around the cube once, wings rattling and whistling as he rushed by- normally a frightening sound to foes, but he had no idea how this foe would react- could it feel fear? Could it even hear? Although the crazed overseer of this place had apparently given it the ability to feel pain for their own amusement, so maybe...

Hussar ran away from the cube again, turning around to prepare to charge again.

Combat:
Start of Turn: HP 30, THP 8, PIPS 0, Status: Fine

Standard Action:
[+2] Rattling Feather Whoosh (Blowback) – Standard Utility
Flip a coin for each enemy. If you win that flip, that enemy is dazed (save ends).

I'm going to roll a d20 if that's okay (1-10 tails, 11-20 heads)- I don't trust coins, or virtual d2. If you want me to change that, I'll reroll.
Roll = 12 = Heads.

Minor Action:
[+1] Ride-by (Flash-Step) – Minor Attack
Deal 2 damage to target creature.

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Re: The Overseer's Challenge IC

Post  Xel Unknown on Thu Mar 21, 2013 3:17 pm

Proto, being an auto-ballista... Makes it a hell lot more harder to get free, after all basically all it can do is just roll it's wills and move it's bow.So it wasn't as lucky as the rest of the group and still was stuck in the jelly cube of doom.

combat talent:
(0) Gerroff! - Standard Utility
Make a saving throw against a (save ends) condition of your choice, if you fail the save, you pay 1d6 HP.

Save: 7

1D6 => 3 HP payed.

End of Turn Saving Throw: 9... Proto has bad luck...
status:
HP: 27 + 8
PiPs: 0
Condition: Dazed, loses hit points equal to the amount of HP this Gelatinous Mass gains, and can only use the following combat talent in place of their normal combat talents (save ends all).

(0) Gerroff! - Standard Utility
Make a saving throw against a (save ends) condition of your choice, if you fail the save, you pay 1d6 HP.
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Re: The Overseer's Challenge IC

Post  SilentBelle on Thu Mar 21, 2013 6:26 pm

Despit being torn up, and pussing profusely, the gelatinous cube manages to reform ever so slightly. The cube then changes it's face to be a murderous scowl and proceeds to absorb Proto with it's disintegrating acid. The effects from your previous attacks seem to disappear almost immediately.

technical actions:

Regeneration gaining HP Deals Proto 4 damage
Attack => Target Proto = Proto is dealt 5 damage from the attack, the cube gains 5 HP, doing a further 5 damage to proto. Plus 2 damage from daze for each damage source. 20 Damage was dealt to Proto this turn.

Saved against Ongoing damage and Dazed effects.
No Longer Bloodied

Next up is Blitz, Maretoko, PACU, Hussar, then Proto.


Last edited by SilentBelle on Thu Mar 21, 2013 7:53 pm; edited 1 time in total
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Re: The Overseer's Challenge IC

Post  Lyntermas on Thu Mar 21, 2013 6:47 pm

"The cursed cube is sucking away Proto's life to restore its own! Poor Proto is taking quite a beating in there. However, now the rest of us are out of here, and ready to fight! Come on, comrades, I bet that together we can break him apart faster than he can put himself together!"

Blitz pulls out a wand and sends out a large number of fireballs toward the cube.

Combat:

Wand of Searing Fireballs - 2000 Gold
Weapon
Once per battle, you may use the following combat talent.

[+1] Explosive Fireball - Standard Attack [1/Battle]
Deal 3d10 damage to target creature and all enemies adjacent to it.

Rolling...6+6+9 = 21

Stats:

HP: 30
Pips: 2
Status: None.
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Re: The Overseer's Challenge IC

Post  SilentBelle on Thu Mar 21, 2013 7:56 pm

Lyntermas wrote:"The cursed cube is sucking away Proto's life to restore its own! Poor Proto is taking quite a beating in there. However, now the rest of us are out of here, and ready to fight! Come on, comrades, I bet that together we can break him apart faster than he can put himself together!"

Blitz pulls out a wand and sends out a large number of fireballs toward the cube.

Combat:

Wand of Searing Fireballs - 2000 Gold
Weapon
Once per battle, you may use the following combat talent.

[+1] Explosive Fireball - Standard Attack [1/Battle]
Deal 3d10 damage to target creature and all enemies adjacent to it.

Rolling...6+6+9 = 21

Stats:

HP: 30
Pips: 2
Status: None.

The wave of fire balls crash into the cube evaporating much of it's bulk.
(Cube is now bloodied)
(Maretoko, Pacu, Hussar, Proto)
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Re: The Overseer's Challenge IC

Post  thematthew on Thu Mar 21, 2013 10:59 pm

Maretoko responds to the slow dissolving of her friend by striking a few buttons on her foreleg agin.

Combat:
Critfisher 5d10: 5, 5, 10,10, 10 (if anyone doesn't trust me... I have pics and witness testimonial)
Special: Heal Proto for: 2+2+9+8=21, heal self for:10+7=17
Minor: Maretoko and Cube suffer OD 5.
Save: 14

Stats:
HP:30
Pips:3
Condition: Green
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Re: The Overseer's Challenge IC

Post  Doc pseudopolis on Fri Mar 22, 2013 7:53 am

Turn Start! (HP:30 PIPs:7 Condition: Reroll ones on next attack.)
Some of the lights on PACU's head glow brighter and the gunbarrel loads an extra round.
"Preparing for attack."
Spoiler:
[+1] Double up (Gather Energy) - Standard Utility [Created by Karilyn]
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.
Turn end! (HP:30 PIPs:7 Condition: Green, Reroll ones on next attack, 2 standard actions next turn.)

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Re: The Overseer's Challenge IC

Post  Curunir on Fri Mar 22, 2013 9:40 am

Seeing his opening, Hussar charges at the cube as Blitzkrieg attacks, bursting through the dissipating fires of the explosion, spearing the cube with his lance, and leaping above the cube (as charging through it still seemed an unsafe idea...), dragging his lance through its jellied mass as he flew above in an arc, pulling it out as he landed on the other side and continued running.

"Hussah! We'll save you yet, Proto!"

Combat:
Start of Turn: HP 30, THP 8, PIPS 3, Status: Fine

[+1] Ride-by (Flash-Step) – Minor Attack
Deal 2 damage to target creature.

[-2] Break the lines! (Gale) – Standard Attack
Deal 3d8 damage to target creature and all creatures adjacent to it.

Roll: 7 + 1 + 6 = 14 damage

End of Turn: HP 30, THP 8, PIPS 2, Status: Fine
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Re: The Overseer's Challenge IC

Post  SilentBelle on Fri Mar 22, 2013 11:43 am

Curunir wrote:Seeing his opening, Hussar charges at the cube as Blitzkrieg attacks, bursting through the dissipating fires of the explosion, spearing the cube with his lance, and leaping above the cube (as charging through it still seemed an unsafe idea...), dragging his lance through its jellied mass as he flew above in an arc, pulling it out as he landed on the other side and continued running.

"Hussah! We'll save you yet, Proto!"

Combat:
Start of Turn: HP 30, THP 8, PIPS 3, Status: Fine

[+1] Ride-by (Flash-Step) – Minor Attack
Deal 2 damage to target creature.

[-2] Break the lines! (Gale) – Standard Attack
Deal 3d8 damage to target creature and all creatures adjacent to it.

Roll: 7 + 1 + 6 = 14 damage

End of Turn: HP 30, THP 8, PIPS 2, Status: Fine

The cube of jelly (what's left of it) explodes from your charge. The acidic goop no longer tries to reform.

"Bah, that cube wasn't nearly as powerful as he used to be, what gives?! Well, no matter, I suppose that means I don't need to fish up any more replacements. The next one is just to die for!"

In the open air, some projected letters and numbers appear:
Second test complete. Overall Grade: 84%
Recommended: Tougher challenge to achieve higher possible score.


A soft healing light pervades the room and any damages you had are quickly healed.
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Re: The Overseer's Challenge IC

Post  Lyntermas on Fri Mar 22, 2013 11:56 am

"...I'm just glad that monster went down quickly." Blitz looked up at the ceiling. "So, how many more floors are between us and the exit, Mr. Experiment? 5? 10? 20?"
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Re: The Overseer's Challenge IC

Post  Curunir on Fri Mar 22, 2013 6:02 pm

"I agree, I'm most glad that foe went down as quick as it did, being inside it was quite unpleasant" Hussar shuddered at the memory. He considered it lucky that Proto was merely a construct, designed to fight, and probably didn't feel fear in the same way, and that Maretoko probably wouldn't remember upon leaving her battle mode.

He noticed they had a much more condensed score report and commentary this time, and that the number went up. He smirked. Where the successes getting to their captor? Had they not generated enough information for a full report?

Lance still at the ready, without further adjustments, Hussar immediately went to looking towards the entrance of the next room.

OOC:
No changes between battle for now, I think
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Re: The Overseer's Challenge IC

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