Hayday - On Set (IC)

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Re: Hayday - On Set (IC)

Post  Ramsus on Thu May 02, 2013 10:19 pm

Hearing the pegasi leave, Vari quickly climbs back out the (previous port)hole and spits venom at it. Then she starts climbing back up.


Athletics to duck out fast enough: 18 + 13 = 31
Precision to aim: 10 + 15 = 25
Athletics to climb: 18 + 15 + 6 = 39
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Re: Hayday - On Set (IC)

Post  Retrokinesis on Thu May 02, 2013 10:46 pm

Well, that appears to be my cue! Seeing the large panther dash towards him, Bullion raises up from his seat and snaps the chains binding his hands. As they clatter to the ground he turns to the nearest guards, "Dreadful luck for you, gentlecoats. It appears I do, in fact, possess the requisite strength to shatter these bindings. If you'd be so kind as to surrender now, I won't do the same to you. This is a limited-time offer".
Spoiler:
Athletics check to bust the manacles: 16 roll + 11 skill = 27
Persuasion check to get the guards to stand down: 5 roll + 18 skill + 5 FK (Intimidation) = 28
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Re: Hayday - On Set (IC)

Post  Xel Unknown on Thu May 02, 2013 10:52 pm

Jill Night tries to help Bullion's intimidation, by having her magic flare up around herself. "Yeah... Do so, and I'll promise NOT to experiment on you."

arcana assist:
1D20+20 => [ 10 ] +20 = 30... (35 if Heart of Courage counts here.)
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Re: Hayday - On Set (IC)

Post  Paper Shadow on Thu May 02, 2013 11:11 pm

thematthew wrote:
Acrobatics checks:
Both 1d20 + 13
Latch: Nat 20 + 13 = 33
Dash: 8 + 13 = 21
Thanks nat 20, I guess I can't complain about an 8.
Two of the guards become shackled together, and lose their balance slightly. The third, not really expecting you, attempts to strike, but fails...

Ramsus wrote:Athletics to duck out fast enough: 18 + 13 = 31
Precision to aim: 10 + 15 = 25
Athletics to climb: 18 + 15 + 6 = 39
The cloud blocks the spit from reaching the pegasus. He notices you crawl up the ship, so he flies up high and attempts to strike you with a lightning bolt, but you move too quick for him. He prepares another bolt...

Retrokinesis wrote:
Spoiler:
Athletics check to bust the manacles: 16 roll + 11 skill = 27
Persuasion check to get the guards to stand down: 5 roll + 18 skill + 5 FK (Intimidation) = 28
Xel Unknown wrote:
arcana assist:
1D20+20 => [ 10 ] +20 = 30... (35 if Heart of Courage counts here.)
After a quick moment of thinking, the shackled guards decide that they aren't paid enough for this, and abandon ship, removing as much armour as they can as they do so. The third guard isn't as easily swayed, calling out "Cowards!" as his allies run away...

As this happens, you see the taser who chased after the spiderpony shoot a bolt of lightning at the boat, and the door to the ship opening, with three unicorn guards, an earth pony guard, and another taser exiting, quickly realise what is happening, and prepare themselves. The more perceptive of you spot the captain flee the ship in fear as well...

(Unless you guys have any more bright ideas, I think now is the time for proper combat...)

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Re: Hayday - On Set (IC)

Post  Xel Unknown on Thu May 02, 2013 11:45 pm

Jill laughs and tries to savor the momevne by just magically braking out of her chains.

arcana check:
Magecraft final pre-fight trying to escape the chains: 1D20+20-5 => [ 16 ] +20-5(instantaneous) = 31
"Now let's do some so some science!" The Mad Magical Mare declares.

combat data:
initiative: 5

Combat Talents:
[+2] Because Science! (Muddle the Mixture) - Standard Utility*
You and target enemy are weakened until the end of your next turn. When you use this
ability flip a coin. If you win the flip, you gain an additional 2 PiPs. If you lose the flip, you are blinded (save ends).

[-1] Spark The Mind (Angry Drunk) - Minor Utility*
Target ally's next free attack deals an extra 1d4 damage.

[-2] [-1] Emergency Mind Control (Support Me!) - Reaction Utility*
Trigger - An enemy damages you with an attack that targets you only.
Effect - Target ally may immediately use the following combat talent against the triggering enemy.

------ [0] MC Trigger: Jill is Harmed (No One Hits The Commander But Me) - Free Attack
------ Deal 1d10 damage to target creature. The creature that granted this attack gains hp equal to the damage dealt.

[-4] [-3] Mental Haze (Gas Light) - Interrupt Utility*
Trigger - An enemy activates a combat talent.
Effect - The triggering enemy's combat talent is cancelled. The pip cost is refunded as if it was never spent, but if the talent gives pips for using it, the pips gained are kept. The triggering enemy also suffers Lock to the cancelled talent (save ends).

[-6] Attack Magic (Go Get The Bastard!) - Standard Utility*
Target ally may immediately use the following combat talent.

------- [0] Experimental Power-Boost (Sir, Yes Sir!) - Free Attack
------- Deal 3d12 damage to target creature. For each 12 you roll, you may trigger your special attack twice instead of once.

Items(?):
Armor:
Beggar's Coat - 500 Gold
Once per round, you may use the following combat talent.
[0] Spare Some Change - Reaction Utility [1/Round]
Trigger - You take damage from an enemy attack.
Effect - You may roll either a d8, a d10, or a d12.
Trinkets:
Ring of Resilience - 500 Gold
You gain a +3 bonus to saving throws.

Training Certificate - 2000 Gold [Lightning Reflexes]
When you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait. You may equip more than one Training Certificate at once, as long as the traits they supply are different from one another.


Last edited by Xel Unknown on Fri May 03, 2013 12:14 am; edited 3 times in total
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Re: Hayday - On Set (IC)

Post  Ramsus on Fri May 03, 2013 12:00 am

Vari throws her remaining chains at the pegasi figuring they will at worst deflect the incoming lightning bolt and fires another stream of poison at it, while climbing back up to join the others for what she figures is going to be a fight. While she realizes she could probably just sit it out and leave it to the others, she actually looks forward to having a bit of fun with the guards.


Athletics for chains: 10 + nat20 = 30 CMC. That should be funny....
Precision for venom: 10 + 16 = 26

Combat Data:

Initiative: 14

Combat Talents:
[+3] Regenerative Healing Factor (Sanctity of Faith) - Standard Utility
You gain regeneration 2 (save ends).

[+1] No Pain, No Gain (Firestarter) - Immediate Utility
Trigger - You roll initiative.
Effect - You suffer Ongoing Damage 1 (save ends).

[-1] Superpony Endurance (Masochism) - Interrupt Utility
Trigger: You succeed on a saving throw
Effect: You fail the triggering saving throw. Gain 1d12 temporary hit points.

[0] Spin Webbing Net (Build Fortifications) - Minor Utility
Conjure an allied Fortification. It has the following stat block.
Webbing Net (Fortification) - 1 HP
Trait - Upgrade Fortification
At the start of Fortification’s turn, it’s master may pay up to three pips. For each pip paid, Fortification gains 5 Temporary HP.
Trait - Crumble
At the start of Fortification's master's turn, Fortification takes 5 damage.
[0] Nope ("Take Cover!") - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits Fortification instead.

[-2] Neurotoxin (Snowfall) - Standard Attack
Deal 1d12 damage and apply Chill (save ends) to two target enemies.

Items & Traits:
Rigged Coin - 500 Gold
Trinket
Once per battle, if a coin is flipped and you dislike the result, you may reflip the coin and take the second result.

Ring of Resilience - 500 Gold
Trinket
You gain a +3 bonus to saving throws.

Nothing Up My Sleeve
Reduce the pip cost of combat talents you use to conjure conjurations by 1 pip. Their costs cannot be reduced to less than 0.

Edit: To be clear, yes, I used Firestarter. Duh.


Last edited by Ramsus on Fri May 03, 2013 12:13 am; edited 1 time in total
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Re: Hayday - On Set (IC)

Post  Retrokinesis on Fri May 03, 2013 12:12 am

"Interesting. Your colleagues are smarter than I would've given them credit for. A shame you do not share their wisdom... " Bullion cracks his enormous knuckles and readies himself for some pugilism. He certainly wasn't averse to violence when called for.

Combat Data:
Initiative: 15

Combat Talents:
[+3] 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.

[+1] Reckless Rage (Firestarter) [Immediate Utility]
Trigger - You roll initiative.
Effect - You suffer Ongoing Damage 1 (save ends).

[0] Preparations [Standard Utility]
Your next attack applies Poison (save ends). You may choose to spend 2 pips. If you do, instead of poison, your next attack applies your choice of either Blind (save ends), Daze (save ends), Exhaustion (save ends), Lock (save ends), or Weakness (save ends).

[-5] Cleaving Whirlwind (Hellfire Rain) [Standard Attack]
Up to six creatures suffer 6 ongoing damage (save ends)

[-1] Bloodrage (Blood Pact) [Minor Utility]
For the rest of the battle, at the beginning of your turn, you gain 1 PiP and then lose 1 HP for each PiP you have.

Traits

Persistent Hex
Enemies suffer a -3 penalty to saving throws against (save ends) effects that you bestow.

Items
Training Certificate - 2000 Gold
Trinket
When you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait. You may equip more than one Training Certificate at once, as long as the traits they supply are different from one another.

Talisman of Weapons - 1000 Gold
Trinket
Once per battle, if you possess a conjure weapon combat talent, you may reduce its cost to 4 pips.
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Re: Hayday - On Set (IC)

Post  Curunir on Fri May 03, 2013 2:22 am

Jade, concentrating very hard with no success on freeing herself from her bindings, had been rather unaware of what anypony else had been doing. She wasn't surprised that the other criminals were trying to escape, but she was caught off guard when they all seemed to be doing so at once. A couple of the guards had already abandoned ship, leaving some of their stuff behind. With no one paying attention to her, she tried to pick her locks one more time, without the need for secrecy, upon failing moved as quickly as she could to where the guards' abandoned gear to see if any of them had a key. Hopefully the other guards wouldn't notice her, wouldn't think she was a threat with her cuffs still on. But that would be a mistake- cuffs or no cuffs, she wasn't going to fail to take advantage of this opportunity to escape.

Spoiler:
3 Roll + 9 Mechanics for one more futile pre-battle attempt to remove the manacles. Trying to see if the guards left behind a key if there's time- Perception 22, and Found It!, item type keys.

Combat Readiness:
Initiative 9

[+3] Monkey’s Paw (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).

[+2] Drunken Monkey Stance (*Hic*) - Standard Utility
You are dazed and blinded (save ends both). You gain an extra pip if you weren't blinded and dazed beforehand, and a second extra pip if you weren't suffering either condition beforehand.

[-1] Raise Earth (Build Fortifications) - Minor Utility
Conjure an allied Fortification. It has the following stat block.
Fortification - 1 HP
Trait - Upgrade Fortification
At the start of Fortification’s turn, it’s master may pay up to three pips. For each pip paid, Fortification gains 5 Temporary HP.
Trait - Crumble
At the start of Fortification's master's turn, Fortification takes 5 damage.
[0] "Take Cover!" - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits Fortification instead.

[-9] Collector (Godfather) – Standard Utility
Until the end of combat, or until you fall unconscious, whenever a creature other than yourself gains pips, you gain a pip. A creature can trigger this effect once per round.

[-12] Form Clay Soldiers (Create Iron Giant)- Standard Utility
Conjure a Terracotta Army. It has the following stat block.
Terracotta Army - 120 HP
Trait - Close Formation
Whenever Terracotta Army rolls a 12 on a d12, it may use Form Ranks without paying its pip cost.
Trait - Protector
When Terracotta Army's allies take damage, it takes half of the damage instead of the ally.
Trait - Loyal
Terracotta Army can not be dominated, and does no damage to his allies.
[+2] Probe - Standard Attack
Target creature and all creatures adjacent to it takes 1d12 damage.
[-2] Form Ranks - Minor Utility
Terracotta Army takes half damage until the end of its next turn.
[-4] Full Assault - Standard Attack
Deal 3d12 damage to up to six enemies.
Items:

Traits
Drunken Monkey Style (King Of Fools (From Training Certificate))
Once per round, whenever you roll a 1 on a d8, d10 or d12; you may activate one of your Special Moves at random.
Items
Amulet of the Monkey King (Chain of the Drunken Master) - 1000 Gold
Armor
While you are dazed, you may roll twice on all die rolls and use either result.

Martial Arts Training (Training Certificate) - 2000 Gold
Trinket
When you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait. You may equip more than one Training Certificate at once, as long as the traits they supply are different from one another.
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Re: Hayday - On Set (IC)

Post  thematthew on Fri May 03, 2013 5:07 pm

Watching Bullion free himself, Selena turns to face her antagonists.
Combat Stuff:
Initiative: 18
[+3] Steal Everything (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] Steal Lifeforce (Syphon Life) - Standard Attack
Deal 1d8 damage to target enemy. You or target ally gains that many hp.

[-1] Steal... eugh Nevermind... (Animate Bone Mite) - Reaction Utility
Trigger - An enemy falls to 0 or fewer HP
Effect - You conjure a Bone Minion that has the following stat block.

Bone Mite - 1 HP
Trait - Bloodhusk
When this creature dies, it deals 1d8 damage to target creature.

[0] Burrow In Flesh - Standard Attack
Target creature suffers 2 ongoing damage (save ends).

[0] Bloodfeast - Minor Utility
Sacrifice a Conjuration you or a willing ally controls. Target ally gains 4 hp. [*]



[-4] Steal the Pieces (Recycle) - Reaction Utility
Trigger: A conjuration you control is destroyed by an enemy attack.
Effect: You may immediately use a conjuration talent you have brought into combat.

[-5] Steal Shadow (Conjure Spectre) - Standard Utility
Conjure an allied Dark Spectre. It has the following stat block.

Dark Spectre - 10 HP
Trait - Midnight Haunting
All enemies suffer a -1 penalty to saving throws.

Trait - Spectral Possession
When the Dark Spectre is destroyed, target creature is dominated by you until the end of its next turn.

[+1] Spook – Standard Attack
Target creature suffers a -2 penalty on its damage rolls (save ends).

[-1] Deathwish - Standard Attack
Target creature must attack the Dark Spectre on its next turn if able.

Special Ability: Kleptomania (Invocation)
8: Choose a combat talent. You may use the talent until the end of combat.

10: Choose an item that costs 1000 gold or less. You are considered to have the item until the end of combat, and you can use it even if you don't have a spare item slot.

12: Choose a combat trait you meet the prerequisites for. You are considered to have the trait until the end of combat.



Traits
Nothing Up My Sleeve
Reduce the pip cost of combat talents you use to conjure conjurations by 1 pip. Their costs cannot be reduced to less than 0.

Items
Training Certificate (Nothing up my Sleeve) - 2000 Gold
Trinket
When you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait. You may equip more than one Training Certificate at once, as long as the traits they supply are different from one another.

Loaded Die - 1000 Gold
Trinket
Once per battle, when a creature rolls a die and you dislike the result, you may make the triggering creature reroll the die. You choose which of the two results is used.
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Re: Hayday - On Set (IC)

Post  Paper Shadow on Fri May 03, 2013 7:46 pm

Xel Unknown wrote:
arcana check:
Magecraft final pre-fight trying to escape the chains: 1D20+20-5 => [ 16 ] +20-5(instantaneous) = 31
Xel Unknown wrote:EDIT: I'd like to free Jade from her chains with that arcana check if I'm already free of my own.
You do just that. Jade's chains unlock...

Ramsus wrote:Vari throws her remaining chains at the pegasi figuring they will at worst deflect the incoming lightning bolt and fires another stream of poison at it, while climbing back up to join the others for what she figures is going to be a fight. While she realizes she could probably just sit it out and leave it to the others, she actually looks forward to having a bit of fun with the guards.


Athletics for chains: 10 + nat20 = 30 CMC. That should be funny....
Precision for venom: 10 + 16 = 26
You swing the chains with so much power that, not only do they shackle the pegasus' wings (which itself is pretty impressive), they pull him off his cloud. You miss your shot of poison as the pony quickly hurtles down into the ocean...

Curunir wrote:
Spoiler:
3 Roll + 9 Mechanics for one more futile pre-battle attempt to remove the manacles. Trying to see if the guards left behind a key if there's time- Perception 22, and Found It!, item type keys.
(I'm going to ignore this, as Jill unlocked your shackles because her shackles were already unlocked when she made the above arcana check...)

Initiative Order:
Taser
Selena
Earth Guard A, Unicorn Guard A
Bullion
Vari
Earth Guard B
Jade
Jill
Unicorn Guard B, C

Seeing his friend plummet into the sea due to Vari's actions, the taser unloads a constant stream of electricity to keep the spiderpony under control, focusing on the task as he does so...

(Vari is Blinded, Dazed, and Weakened)
(Taser is channelling)

(Selena's turn...)

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Re: Hayday - On Set (IC)

Post  thematthew on Fri May 03, 2013 9:54 pm

Selena takes a quick look around for something useful to use.
Action:
Critfisher: +1 5d12= 1 2 3 5 9
End of Turn:
HP: 30
Pips: 5
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Re: Hayday - On Set (IC)

Post  Xel Unknown on Fri May 03, 2013 9:58 pm

"HOW DARE YOU!!!" Jill declares and strikes the Taser with a strong metal haze spell at the second she saw that strike aimed at the lovely Spiderpony.

combat interrupt:
[-4] [-3] Mental Haze (Gas Light) - Interrupt Utility
Trigger - An enemy activates a combat talent.
Effect - The triggering enemy's combat talent is cancelled. The pip cost is refunded as if it was never spent, but if the talent gives pips for using it, the pips gained are kept. The triggering enemy also suffers Lock to the cancelled talent (save ends).


Last edited by Xel Unknown on Fri May 03, 2013 10:25 pm; edited 1 time in total
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Re: Hayday - On Set (IC)

Post  Ramsus on Fri May 03, 2013 10:23 pm

Vari looked at Jill in surprise and said, "Oh, thank you." and decided that perhaps she wouldn't eat that one unless she got really hungry.
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Re: Hayday - On Set (IC)

Post  Paper Shadow on Sat May 04, 2013 3:41 am

The Pegasus drops his storm, thinking he hadn't shot it yet...

(Vari is no longer Blinded, Dazed, and Weakened (or, rather, was never in the first place))

The Earth Pony who didn't flee attacks both Bullion and Selena with a somewhat weak blow...

(Bullion and Selena both take 2 damage)

The unicorn, knowing just how annoying Jill can be without her dampener, goes after the unicorn. It doesn't hurt that much, but the unicorn guards always seem to hurt more in numbers...

(Jill takes 3 damage)

(Bullion's turn, then Vari's...)

Initiative Order:
Taser
Selena
Earth Guard A, Unicorn Guard A
Bullion
Vari
Earth Guard B
Jade
Jill
Unicorn Guard B, C

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Re: Hayday - On Set (IC)

Post  Xel Unknown on Sat May 04, 2013 4:01 am

Jill giggles at the damage done to her.

combat trigger:
Beggar's Coat - 500 Gold
Once per round, you may use the following combat talent.
[0] Spare Some Change - Reaction Utility [1/1 Round]
Trigger - You take damage from an enemy attack.
Effect - You may roll either a d8, a d10, or a d12.

I choose: a d12

Roll(1d12)+0:
12,+0
Total:12 Crit: 12: Use one of you +pip combat talents you brought into battle. You gain the pips the combat talent gives.

+pip talent:
[+2] Because Science! (Muddle the Mixture) - Standard Utility*
You and target enemy are weakened until the end of your next turn. When you use this
ability flip a coin. If you win the flip, you gain an additional 2 PiPs. If you lose the flip, you are blinded (save ends).

Target enemy: Earth Pony B

Roll(1d2)+0: (1 = win 2 = lose)
1,+0
Total:1 WIN... +2 extra pips

This is a bad sign... I got lucky in the start of this fight... I'm so worried now.
status:
HP: 27
Pips: 5
Condition: Feeling Lucky... Also Weakened (Till end of next turn)
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Re: Hayday - On Set (IC)

Post  Retrokinesis on Sat May 04, 2013 5:38 am

Bullion, laughing at the feeble attempt to harm him, begins to size-up the forces arrayed against them...

Action:
Roll to end ongoing damage 1: [20]. Wow, what a waste! Razz
[+3] 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.

Swapping-in Arcing Bolt. Also, using the 1/battle minor action to swap Firestarter for Hastened Preparations.

Status:
HP: 27
Pips: 8
Condition: Fine
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Re: Hayday - On Set (IC)

Post  Ramsus on Sat May 04, 2013 6:26 am

Vari spit two streams of poison at the Taser and one of the Unicorns, chosen for no particular reason aside from maybe feeling that putting one unicorn at the bottom of her to eat list meant that she should put another one up top.

Combat Data:
Start of Turn: HP: 29/30, PiPs: 5, Status: Ongoing 1 damage (save ends)
[-2] Neurotoxin (Snowfall) - Standard Attack
Deal 1d12 damage and apply Chill (save ends) to two target enemies.
Taser & Unicorn Guard B: 4 damage and Chill (save ends).

Minor action to swap out Firestarter for Frostbite.

Save vs Ongoing Damage: 3 (ring) + 7 (roll) = success.
[-1] Superpony Endurance (Masochism) - Interrupt Utility
Trigger: You succeed on a saving throw
Effect: You fail the triggering saving throw. Gain 1d12 temporary hit points.
d12: 5

End of Turn: HP: 29/30, PiPs: 2, Status: Ongoing 1 damage (save ends), 5 Temp HP
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Re: Hayday - On Set (IC)

Post  Paper Shadow on Sat May 04, 2013 12:01 pm

The taser and unicorn guard doesn't react well to the poison, but to what extent remains to be seen...

Because of Science, the second Earth Pony guard feels too weak to deal any damage at all...

(Jade's turn, then Jill's turn...)

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Re: Hayday - On Set (IC)

Post  Curunir on Sat May 04, 2013 4:28 pm

As she searched for a way to free herself from her restraints, she found herself suddenly free- she nodded silently at Jill- thanks would have to come later. For now she would help the others subdue the guards so they could all escape. She piles up the guards' abandoned belongings into a makeshift barrier, before closing her eyes and walking towards the guards, hesitantly and stumbling, trying to look like she was still restrained. Hopefully they wouldn't know that it was all part of her fighting style...

Spoiler:

[-1] Raise Earth (Build Fortifications) - Minor Utility
Conjure an allied Fortification. It has the following stat block.
Fortification - 1 HP
Trait - Upgrade Fortification
At the start of Fortification’s turn, it’s master may pay up to three pips. For each pip paid, Fortification gains 5 Temporary HP.
Trait - Crumble
At the start of Fortification's master's turn, Fortification takes 5 damage.
[0] "Take Cover!" - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits Fortification instead.


[+2] Drunken Monkey Stance (*Hic*) - Standard Utility
You are dazed and blinded (save ends both). You gain an extra pip if you weren't blinded and dazed beforehand, and a second extra pip if you weren't suffering either condition beforehand.

Saving throw: (Rolled twice because of being dazed) 20, 6 - choosing 6

Status:
HP 30
PIPS 7
Save ends: Dazed + Blinded
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Re: Hayday - On Set (IC)

Post  Xel Unknown on Sat May 04, 2013 8:39 pm

Jill laughs again and glare at the Tazer.

standard talent:
[+2] Because Science! (Muddle the Mixture) - Standard Utility*
You and target enemy are weakened until the end of your next turn. When you use this
ability flip a coin. If you win the flip, you gain an additional 2 PiPs. If you lose the flip, you are blinded (save ends).

Target: Tazer

Roll(1d2)+0: (1=win 2=lose)
2,+0
Total:2... Boo... Now I don't get those nice pips...

Failed the Blinding Save. Not that it matters.
status:
HP: 27
Pips: 7
Condition: Weakened (Till end of next turn) Blinded (save ends)
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Re: Hayday - On Set (IC)

Post  Paper Shadow on Sat May 04, 2013 8:59 pm

The second unicorn guard seems to be busy trying to hold back some vomit caused by the spit poison, and is crippled by the venom. The final unicorn guard charges the laughing Jill in order to subdue her...

(Unicorn Guard B is stunned and cured of chill)
(Jill takes 2 damage)

Due to the commotion, the unicorn and pegasus that were hit by the sleep spell wake up to the battle that is going on, and prepare to engage as well...

Initiative Order:
Taser A
Selena
Earth Guard A, Unicorn Guard A
Bullion
Vari
Taser B, Earth Guard B
Jade
Jill
Unicorn Guard B, C, D

The taser also needs a moment to recover from the poison spit at him...
(Taser A is stunned and cured of chill)

(Selena's turn)

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Re: Hayday - On Set (IC)

Post  thematthew on Sun May 05, 2013 7:50 am

Selena reaches out at one of the Taser's shadows and pulls a piece right off, forming it into a dark version of it's old owner but with a less serious looking face.
Action:
[-5][-4] Steal Shadow (Conjure Spectre) - Standard Utility
Conjure an allied Dark Spectre. It has the following stat block.

Dark Spectre - 10 HP
Trait - Midnight Haunting
All enemies suffer a -1 penalty to saving throws.

Trait - Spectral Possession
When the Dark Spectre is destroyed, target creature is dominated by you until the end of its next turn.

[+1] Spook – Standard Attack
Target creature suffers a -2 penalty on its damage rolls (save ends).

[-1] Deathwish - Standard Attack
Target creature must attack the Dark Spectre on its next turn if able.

End of Turn:
HP:28
Pips:1

The shadow immediately begins trying to bother one of the Earth Ponies (Guard A)
Shades's Action:
[+1] Spook – Standard Attack
Target creature suffers a -2 penalty on its damage rolls (save ends).
Targeting Earth Guard A
End of Shadow's Turn:
HP:10
Pips: 1
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Re: Hayday - On Set (IC)

Post  Paper Shadow on Sun May 05, 2013 7:59 am

Annoyed by the bothersome shadow, the guard strikes it as he attacks Bullion again...

(Bullion and the Shade takes 1 damage)
(Earth Guard A no longer suffers the damage penalty)

The unicorn guard accompanies his ally unicorns and attacks Jill. Together, they strike harder than one would alone...

(Jill takes 5 damage)

(Bullion's turn, then Vari's turn...)

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Re: Hayday - On Set (IC)

Post  thematthew on Sun May 05, 2013 8:21 am

Spoiler:
I have no real in character way of saying this, but:
Loaded Die - 1000 Gold
Trinket
Once per battle, when a creature rolls a die and you dislike the result, you may make the triggering creature reroll the die. You choose which of the two results is used.

Re-rolling the Earth Guard's save.
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Re: Hayday - On Set (IC)

Post  Paper Shadow on Sun May 05, 2013 8:29 am

thematthew wrote:
Spoiler:
I have no real in character way of saying this, but:
Loaded Die - 1000 Gold
Trinket
Once per battle, when a creature rolls a die and you dislike the result, you may make the triggering creature reroll the die. You choose which of the two results is used.

Re-rolling the Earth Guard's save.
The shadow persists in its annoyance, despite the pony's attempts to shake it off...

(Earth Guard A suffers the damage penalty)

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Re: Hayday - On Set (IC)

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