Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  LoganAura on Sun Jul 07, 2013 11:38 pm

Snipe flails and babbles in shock, hugging Struck as tightly as possible, keepnig his candy safe and pulling a few of his guns from Struck's Backrack "Holy- if this is a zombie movie..."

"Voice in my head... Now would possibly be a good time to decide on that favor you want. I'll probably do something more readily for an advance payment."

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Paper Shadow on Mon Jul 08, 2013 6:33 am

Colter Bolt wrote:
Spoiler:
Persuasion:9+11=20
Arcana:12+11=23
The puppy follows, although less enthusiastic than before...

However, this is no trick. You identify the crack as a rip into a different dimension or plane of existence. It doesn't lead back to the plane of darkness, which is a relief, but it isn't connected to the plane of light either, and other than that you don't know what dimension or plane it is connected to...

LoganAura wrote:Snipe flails and babbles in shock, hugging Struck as tightly as possible, keepnig his candy safe and pulling a few of his guns from Struck's Backrack "Holy- if this is a zombie movie..."

"Voice in my head... Now would possibly be a good time to decide on that favor you want. I'll probably do something more readily for an advance payment."
The voice does not reply. Hammerhead is also pretty scared, and is hiding behind Signal, who watches on with concern...

tygerburningbright wrote:
Roll:
Stunts to get over there quickly.
Roll(1d20)+12:
13,+12
Total:25

OOC Thank you for clearing up my writer's block.
You manage to almost get to the haunted house, but then some orbs land in front of your path...

In fact, orbs begin to land in front of all of you. There's about two for each one of you. One of the orbs just floats in the air, while the other lands on something and transforms into a spectral apparition of a pony. While you can't read any expression of the apparition's face, the two begin to close in on you...

(I suggest rolling for initiative. You are all in your own combat scenario, except for Aces and Necrar, who is together, but fighting four enemies instead of two...)

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Fury of the Tempest on Mon Jul 08, 2013 7:31 am

((Even up at tower?)
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Paper Shadow on Mon Jul 08, 2013 7:33 am

Fury of the Tempest wrote:((Even up at tower?)
(Yep, they flew/floated/glided to anywhere a pony is...)

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  AProcrastinatingWriter on Mon Jul 08, 2013 8:59 am

"...this is my life now." Aces took a short breath. "Alrigh', you all should probably back off now. I've go' special techniques for the likes of you."

A Bunch of Information:
Initiative: Nat Freaking 20, baby! Since I'm guaranteed to either go first or tie for going first, I took the liberty of going ahead and taking my first turn, especially since it doesn't have any sort of tangible effects outside of gameplay mechanics.

Moves:
[+6] Play the Odds (Grab For Power) - Standard Utility
Lose 1d8 Pips.
[+3] Roll of the Dice (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).
[0] Blind Bet (Deal with Discord) - Standard Utility
Flip a coin. If you win the flip, you gain 1d8 pips. If you lose the flip, you deal 1d10 damage to yourself.
[0] Jackpot (Payout) - Minor Utility
Gain a pip for each 10 damage you have dealt to target creature this turn.
[-10] Royal Flush (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
Ace Up the Sleeve (Sneaky Bastard Sword) - 1000 Gold
Weapon
Twice per battle, you may use the following combat talent.
   [0] Well that’s a Surprise (Sneaky Bastard) - Minor Action [2/Battle]
   Until the end of your turn, target creature suffers vulnerability 2 against your attacks.
Iron Arm (Iron Shield) - 1500 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 to 1 hp instead.
Lucky Bit (Amulet of Protection) - 500 Gold
Trinket
You begin battles with 4 temporary hp.
Eyepatch of Power (Vengeful Talisman) - 1000 Gold
Trinket
Once per battle, you may use the following combat talent.
[0] Going out with a Bang (You’ll Regret That!) - Interrupt Attack [1/Battle]
Trigger - An enemy reduces you to 0 hp or below.
Effect - The triggering enemy suffers 2d8 damage.

Traits:
Bluff (I Meant To Do That)
Whenever you roll a 1 on a d8, d10 or d12; you may gain 1 pip.

For my first turn I used Play the Odds, gaining 6 PiPs. I rolled a 1 on my 1d8, effectively meaning I both lost and gained a PiP after Bluff activated.

HP: 30+4
PiPs: 10
Condition: Feeling Lucky
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  tygerburningbright on Mon Jul 08, 2013 12:20 pm

" Well I've never fought a ghost before so this had better be interesting..."

Combat:
Initiative Roll(1d20)+0:
14,+0
Total:14

[+4]Sheath Sword (Trance) - Standard Utility
You suffer vulnerability 4 until the end of your next turn

[+3]Utter Calm (Sanctity of Faith) - Standard Utility
You gain regeneration 2 (save ends)

[-1]Quick Draw:Rend (Lightning Bolt) - Standard Attack
Deal 1d10+X damage to target creature where X equals the number of pips you spent last turn.

[-1] Scabbard Bash (Force Bolt) - Standard Attack
Deal 1d10 damage to target creature and that creature is dazed until the end of its next turn.

[-6]Quick Draw: Three by three (Leopard’s Fury) - Standard Attack
Deal 3d8 damage to up to 3 different creatures

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Fury of the Tempest on Mon Jul 08, 2013 12:46 pm

Storm Blade frowned when he was confronted by two of the orbs, one transforming into a spectral pony. A quick scan of the area revealed that he wasn't the only one being confronted. Without waiting for the two to act, Storm Blade hurtled forwards. He had no intention of attacking them however, as he ducked beneath them, diving down to the pair that had been confronted. He fought best in a group, so it was best for him to become part of a group.

Spoiler:
Init: 13
Stunts: 19+10 = 29
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  LoganAura on Mon Jul 08, 2013 10:54 pm

Snipe pulls out his hoofguns and grins. "All right, time to test some things out..."

Spoiler:
[-2] Wheel of Fortune Whirled of Pain – Immediate Interrupt
Trigger – An enemy attacks you or one of your allies
Reselect the attack’s target at random.

[-7] Frostfall Tranq Shot - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

[+3] Critfisher Careful Aiming– 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] Gather Energy Ready, Aim...- 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] Syphon Life Medical Shot- Standard Attack
Deal 1d8 damage to target enemy. You or target ally gains that many hp.

[0] Bloody Ritual - Free Utility [1/Battle]
Choose one of the following;
A) Pay 2 hp. If you do, you gain 1 pip.
B) Pay 4 hp. If you do, you gain 2 pips.
C) Pay 6 hp. If you do, you gain 3 pips.

Stat: 30 HP. Regen 2. 15 initiative.

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Active Games:
AoH2, where the party is climbing an endless tower. Primarily because I've been sick during campaign days.
Ponysona 4, Where all heck's breaking lose
Saint Trotez: Where Snipe is paranoid and snarked at Snarl.
Satisfying Values (Hiatus): Mic is chasing after a Glitch.


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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Paper Shadow on Tue Jul 09, 2013 10:19 pm

AProcrastinatingWriter wrote:
A Bunch of Information:
Initiative: Nat Freaking 20, baby! Since I'm guaranteed to either go first or tie for going first, I took the liberty of going ahead and taking my first turn, especially since it doesn't have any sort of tangible effects outside of gameplay mechanics.

Moves:
[+6] Play the Odds (Grab For Power) - Standard Utility
Lose 1d8 Pips.
[+3] Roll of the Dice (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).
[0] Blind Bet (Deal with Discord) - Standard Utility
Flip a coin. If you win the flip, you gain 1d8 pips. If you lose the flip, you deal 1d10 damage to yourself.
[0] Jackpot (Payout) - Minor Utility
Gain a pip for each 10 damage you have dealt to target creature this turn.
[-10] Royal Flush (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
Ace Up the Sleeve (Sneaky Bastard Sword) - 1000 Gold
Weapon
Twice per battle, you may use the following combat talent.
   [0] Well that’s a Surprise (Sneaky Bastard) - Minor Action [2/Battle]
   Until the end of your turn, target creature suffers vulnerability 2 against your attacks.
Iron Arm (Iron Shield) - 1500 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 to 1 hp instead.
Lucky Bit (Amulet of Protection) - 500 Gold
Trinket
You begin battles with 4 temporary hp.
Eyepatch of Power (Vengeful Talisman) - 1000 Gold
Trinket
Once per battle, you may use the following combat talent.
[0] Going out with a Bang (You’ll Regret That!) - Interrupt Attack [1/Battle]
Trigger - An enemy reduces you to 0 hp or below.
Effect - The triggering enemy suffers 2d8 damage.

Traits:
Bluff (I Meant To Do That)
Whenever you roll a 1 on a d8, d10 or d12; you may gain 1 pip.

For my first turn I used Play the Odds, gaining 6 PiPs. I rolled a 1 on my 1d8, effectively meaning I both lost and gained a PiP after Bluff activated.

HP: 30+4
PiPs: 10
Condition: Feeling Lucky
(I'm waiting for Colter to post before starting your fight...)

Fury of the Tempest wrote:
Spoiler:
Init: 13
Stunts: 19+10 = 29
Ignoring all the ponies retreating from the spirits that have formed, you see a number of familiar ponies around, but separated. The spirits follow behind you, surprising fast but not fast enough to catch you...

(Okay, you may join in on one of the combat encounters that someone else is in, but you join at the start of the second turn. But the choice is yours...)

tygerburningbright wrote:
Combat:
Initiative Roll(1d20)+0:
14,+0
Total:14

[+4]Sheath Sword (Trance) - Standard Utility
You suffer vulnerability 4 until the end of your next turn

[+3]Utter Calm (Sanctity of Faith) - Standard Utility
You gain regeneration 2 (save ends)

[-1]Quick Draw:Rend (Lightning Bolt) - Standard Attack
Deal 1d10+X damage to target creature where X equals the number of pips you spent last turn.

[-1] Scabbard Bash (Force Bolt) - Standard Attack
Deal 1d10 damage to target creature and that creature is dazed until the end of its next turn.

[-6]Quick Draw: Three by three (Leopard’s Fury) - Standard Attack
Deal 3d8 damage to up to 3 different creatures
Initiative Order:
Sparks
Ghostly Apparition
Ghostly Orb

(Sparks turn...)

LoganAura wrote:
Spoiler:
[-2] Wheel of Fortune Whirled of Pain – Immediate Interrupt
Trigger – An enemy attacks you or one of your allies
Reselect the attack’s target at random.

[-7] Frostfall Tranq Shot - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

[+3] Critfisher Careful Aiming– 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] Gather Energy Ready, Aim...- 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] Syphon Life Medical Shot- Standard Attack
Deal 1d8 damage to target enemy. You or target ally gains that many hp.

[0] Bloody Ritual - Free Utility [1/Battle]
Choose one of the following;
A) Pay 2 hp. If you do, you gain 1 pip.
B) Pay 4 hp. If you do, you gain 2 pips.
C) Pay 6 hp. If you do, you gain 3 pips.

Stat: 30 HP. Regen 2. 15 initiative.
Initiative Order:
Snipe
Ghostly Orb
Ghostly Apparition

You see Signal Look begin fighting off his pair of ghostly things while Hammerhead cowers behind the Construct, which a pair of ghosts haven't seemed to appear for, but will most likely fight Hammerhead's pair. When Signal attacks the pair of spirits, you see that he just goes right through them, but a follow-up off-hoof attack then seems to content, knocking the apparition back a bit...

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  LoganAura on Tue Jul 09, 2013 10:31 pm

Snipe glares. "Ah, so you guys are incorporeal. And attacks can just slip through you, huh... Well then. Better charge up." Snipe twirls his guns and flies onto the construct's head, going to ride him like a combat horse and fight his spirits from afar. "Hammerhead, be careful. Don't get hurt."

Spoiler:
Ritual Knife-gather energy combo. 8 PiPs total, down to 24 HP still have regen two from armor. Also, if either Signal or Hammerhead start getting injured, I'm ordering the construct to go beserk, I don't CARE if Varesh won't listen.

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AoH2, where the party is climbing an endless tower. Primarily because I've been sick during campaign days.
Ponysona 4, Where all heck's breaking lose
Saint Trotez: Where Snipe is paranoid and snarked at Snarl.
Satisfying Values (Hiatus): Mic is chasing after a Glitch.


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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  tygerburningbright on Wed Jul 10, 2013 12:07 pm

Sparks pauses for a moment to ready himself before dashing forward with three horizontal slashes wide enough to hit both the orb and the spirit pony.

combat:
[+3]Utter Calm (Sanctity of Faith) - Standard Utility
You gain regeneration 2 (save ends)

[-1]Earth cutting Iai strike(Offhand Strike) - Minor Action [1/Battle]
You may immediately take a standard action, as long as you use it to make an attack.

[-6]Quick Draw: Three by three (Leopard’s Fury) - Standard Attack
Deal 3d8 damage to up to 3 different creatures

Roll(3d8)+0:
5,7,4,+0
Total:16

save

Roll(1d20)+0:
5,+0
Total:5
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Fury of the Tempest on Wed Jul 10, 2013 2:02 pm

Storm Blade takes in the situation around him, those that had stayed to fight and quickly indemnifying them. Through he was tempted to go over to Snipe due to him being a colt, the colt was a tough guy and had Singal Lock and the Construct with him. Because of this he dived towards Necar and Aces High to join the battle, the more the merrier.
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Colter Bolt on Wed Jul 10, 2013 4:45 pm

"Oh, I was wrong. So very, very wrong." Necrar says, coming to a stop and landing. "Whatever they are, they're from another dimension." Necrar levitates the pup into his ribcage, takes out his bone wand, tapping it on the ground. The Abysmal Stallion rises from the place the wand touched.
Spoiler:
Initiative: 16
Talents: Dark Spark
Dark Health
Condensed Darkness
Come My Brother
And the new Shadow Dragon (on uncooperative phone so the actual effects can't be posted. Sorry)


Last edited by Colter Bolt on Thu Jul 11, 2013 12:23 am; edited 1 time in total
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Paper Shadow on Wed Jul 10, 2013 5:08 pm

Colter Bolt wrote:
Spoiler:
Initiative: 16
Talents: Dark Spark
Dark Health
Condensed Darkness
Come My Brother
And the new Shadow Dragon (on uncooperative phone so the actual effects can't be posted. Sorry)
Initiative Order:
Aces High
Ghostly Orb A
Necrar / (Storm Blade after Round One)
Ghostly Orb B
Ghostly Apparition A
Ghostly Apparition B

The ghostly orb gets all up in Aces' grill. You begin to feel weaker and actually start to hurt because of the orb's presence. It just feels... wrong, like it shouldn't exist...

(Aces High suffers a -3 Damage Penalty (Save Ends))
(Aces High suffers Ongoing Damage 3 (Save Ends))

(Necrar's turn...)

tygerburningbright wrote:
combat:
[+3]Utter Calm (Sanctity of Faith) - Standard Utility
You gain regeneration 2 (save ends)

[-1]Earth cutting Iai strike(Offhand Strike) - Minor Action [1/Battle]
You may immediately take a standard action, as long as you use it to make an attack.

[-6]Quick Draw: Three by three (Leopard’s Fury) - Standard Attack
Deal 3d8 damage to up to 3 different creatures

Roll(3d8)+0:
5,7,4,+0
Total:16

save

Roll(1d20)+0:
5,+0
Total:5
Your attacks shred the orb, but the spirit doesn't even react as your blade swings through it...

(Ghostly Orb is no longer)

The spirit opens its mouth and lets out a noise that ever so slightly disturbs you...

(Sparks takes 1 damage)

Initiative Order:
Sparks
Ghostly Apparition

(Your turn Sparky...)

LoganAura wrote:
Spoiler:
Ritual Knife-gather energy combo. 8 PiPs total, down to 24 HP still have regen two from armor. Also, if either Signal or Hammerhead start getting injured, I'm ordering the construct to go beserk, I don't CARE if Varesh won't listen.
The orb begins to weaken you with it's presence, while the spirit begins to open its mouth and lets out a noise that gives you the creeps...

(Snipe suffers a -3 Damage Penalty (Save Ends))
(Snipe takes 1 damage)

Initiative Order:
Snipe
Ghostly Orb
Ghostly Apparition

(Your turn Snipe...)

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Colter Bolt on Wed Jul 10, 2013 5:42 pm

Necrar brings the wand up, aiming it at the second orb. The bone turns black, then white again as darkness shoots out at the orbs and the first of the ghost ponies. The stallion strikes a foreleg out, a chain flying from it to the other ghost pony.
Spoiler:
Used the bone wand, 2d10 on orbs A and B and Apparition A. 12 damage
Absymal Stallion used Bite on Apparition B. 2 damage
s
STATUS:
Necrar: 30 HP 10 Temp HP 5 pips
Abysmal Stallion: 15 HP


Last edited by Colter Bolt on Thu Jul 11, 2013 12:22 am; edited 1 time in total
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  LoganAura on Wed Jul 10, 2013 5:46 pm

Reacting just barely to the apprition, Snipe shakes off whatever the ghastly wail had done (regen 2 back to full.
Snipe quickly loads his gun, spinning the chamber and hoping for the best, as he fires a tranqshot, the cloud of smoke around the orb, and firing off another smaller burst shot.

Spoiler:
First standard: Frostfall. 2d12-3 to orb [ 8 +7 ] = 15-3=12, 1d12-3 [ 12 ]-3=9. Crit. to apparition
Second Standard Fireball. 1d8-3=[7-3]=4 to both.

Snipe loads his gun with five bullets and spins the chamber, aiming at the enemies and firing a blank.
Spoiler:
1d5 for move. 4. Hit gather energy, activated
Spoiler:
[4:37:55 PM] Logan (Scales) Aura: Question, if you used Gather energy, then Derpy's Lightninged it... would it activate or no?
[4:38:26 PM] Dan Felder: ?
[4:38:29 PM | Edited 4:39:19 PM] Logan (Scales) Aura: Like:
Turn 1: Gather Energy
Turn 2: Crit on d12, hit gather energy.
[4:38:36 PM] Dan Felder: sure it would
[4:38:52 PM] Dan Felder: you just don't gain the pip, as usual.
[4:39:03 PM] Logan (Scales) Aura: So, though Gather Energy says "Cannot use it next turn", it still activates if hit by a crit?
[4:41:03 PM] Phillip (Azureink): Yes, since it is being overwritten by Derpy's Lightning.
[4:41:32 PM] Phillip (Azureink): Or put another way, you aren't using it, Derpy's Lightning is.

Snipe shivers and feels a little calmer, flatly ignoring the presense of the spirit as best as he can.
Spoiler:
1d20=12. Save ended.

Summary:
Orb took 16 Damage and is stunned.
Appirition took 13 Damage.

Status:
30 HP, Regen 2, 2 PiPs. 2 Standard Actions. No Save Ends.

_________________
Active Games:
AoH2, where the party is climbing an endless tower. Primarily because I've been sick during campaign days.
Ponysona 4, Where all heck's breaking lose
Saint Trotez: Where Snipe is paranoid and snarked at Snarl.
Satisfying Values (Hiatus): Mic is chasing after a Glitch.


Retired or inactive Games:
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  tygerburningbright on Wed Jul 10, 2013 6:10 pm

Sparks flat out ignores the ghost's wail and once again tries to cut the spirit this time going for an X shaped cut.

Talent and save:

[+1]Quick Draw: Double Cutter (Sword-Chucks, Yo!) - Standard Attack
Deal 2d10 damage to target creature.

Roll(2d10)+0:
4,5,+0
Total:9

Save
Roll(1d20)+0:
1,+0
Total:1
reroll?

Roll(1d20)+0:
9,+0
Total:9
doesn't matter anyway...

Stats:
HP 30
Pips 1
status regen 2
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Paper Shadow on Thu Jul 11, 2013 10:06 am

LoganAura wrote:
Spoiler:
First standard: Frostfall. 2d12-3 to orb [ 8 +7 ] = 15-3=12, 1d12-3 [ 12 ]-3=9. Crit. to apparition
Second Standard Fireball. 1d8-3=[7-3]=4 to both.

Spoiler:
1d5 for move. 4. Hit gather energy, activated
Spoiler:
[4:37:55 PM] Logan (Scales) Aura: Question, if you used Gather energy, then Derpy's Lightninged it... would it activate or no?
[4:38:26 PM] Dan Felder: ?
[4:38:29 PM | Edited 4:39:19 PM] Logan (Scales) Aura: Like:
Turn 1: Gather Energy
Turn 2: Crit on d12, hit gather energy.
[4:38:36 PM] Dan Felder: sure it would
[4:38:52 PM] Dan Felder: you just don't gain the pip, as usual.
[4:39:03 PM] Logan (Scales) Aura: So, though Gather Energy says "Cannot use it next turn", it still activates if hit by a crit?
[4:41:03 PM] Phillip (Azureink): Yes, since it is being overwritten by Derpy's Lightning.
[4:41:32 PM] Phillip (Azureink): Or put another way, you aren't using it, Derpy's Lightning is.

Spoiler:
1d20=12. Save ended.

Summary:
Orb took 16 Damage and is stunned.
Appirition took 13 Damage.

Status:
30 HP, Regen 2, 2 PiPs. 2 Standard Actions. No Save Ends.
The orb goes through the first attack, but shatters on the second. The spirit goes through the second attack, but is hit by the first, and looks like it could fade away at any time now...

(Ghostly Orb is no more)
(Ghostly Apparition is Bloodied)

The Apparition wails once more, this time giving you a great sense of disturbance. It also begins to gather up some chains around its hooves..

(Snipe takes 4 damage)
(Snipe's turn...)

tygerburningbright wrote:Sparks flat out ignores the ghost's wail and once again tries to cut the spirit this time going for an X shaped cut.

Talent and save:
[+1]Quick Draw: Double Cutter (Sword-Chucks, Yo!) - Standard Attack
Deal 2d10 damage to target creature.

Roll(2d10)+0:
4,5,+0
Total:9

Save
Roll(1d20)+0:
1,+0
Total:1
reroll?

Roll(1d20)+0:
9,+0
Total:9
doesn't matter anyway...

Stats:
HP 30
Pips 1
status regen 2
Likewise, the ghost flat out ignores your strike and once again wails, this time even creepier. You can see it begin to gather chains at its hooves...

(Spark's takes 4 damage)
(Spark's turn...)

Colter Bolt wrote:
Spoiler:
Used the bone wand, 2d10 on orbs A and B and Apparition A. 12 damage
Absymal Stallion used Bite on Apparition B. 2 damage
s
STATUS:
Necrar: 30 HP 10 Temp HP 5 pips
Abysmal Stallion: 15 HP
Your bolt of darkness blasts away both orbs, but the ghost pony seems unaffected...

(Ghostly Orb A and B are goners)

The ghost then begins to scream at you, which slightly puts you off...

(Necrar takes 2 damage...)

At this point, Storm Blade arrives to the fray...

(Aces' turn...)

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  tygerburningbright on Thu Jul 11, 2013 10:29 am

After recovering from most the screech Sparks uses his scabbard as a blunt instrument on the ghost's 'head'.

Combat:
[-1] Scabbard Bash (Force Bolt) - Standard Attack
Deal 1d10 damage to target creature and that creature is dazed until the end of its next turn.

Roll(1d10)+0:
4,+0
Total:4

save
Roll(1d20)+0:
8,+0
Total:8

stats:
HP 28
Pips 0
Status regen 2
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  LoganAura on Thu Jul 11, 2013 11:13 am

Snipe grunts, shaking himself off and still shivering a bit, before loading his gun with a few bullets."How bout some Russian Roulette?" Snipe aims his gun at the apparition and fires it five times, hoping to shoot.
Spoiler:
[ 3 +2 +6 +6 +8 ]
His final shot fires out, before somehow splitting into four, the second nicking himself and the others firing at the appirition
Spoiler:
1D10 => 10 Crit.
1D12 => [ 6 ] = 6 ; 1D10 => [ 4 ] = 4 ; 1D8 => [ 7 ] = 7 ; 3D2 => [ 1 +2 +2 ] = 5

status:
10+4+7=21 to appirition, 6 to self.

22 HP Regen 2 3 PiPs.

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Paper Shadow on Fri Jul 12, 2013 7:52 am

tygerburningbright wrote:
Combat:
[-1] Scabbard Bash (Force Bolt) - Standard Attack
Deal 1d10 damage to target creature and that creature is dazed until the end of its next turn.

Roll(1d10)+0:
4,+0
Total:4

save
Roll(1d20)+0:
8,+0
Total:8

stats:
HP 28
Pips 0
Status regen 2
Your scabbard hits and the spirit stumbles back a bit. It then unleashes its chains, which begin to wrap around you...

(Sparks is suffering from Chains of the Apparition (Save Ends))
(A creature suffering from Chains of the Apparition is dazed and takes 1d6 damage whenever Ghostly Apparition ignores an attack with its Spectral trait...)

(Sparks' turn...)

LoganAura wrote:
Spoiler:
[ 3 +2 +6 +6 +8 ]
Spoiler:
1D10 => 10 Crit.
1D12 => [ 6 ] = 6 ; 1D10 => [ 4 ] = 4 ; 1D8 => [ 7 ] = 7 ; 3D2 => [ 1 +2 +2 ] = 5

status:
10+4+7=21 to appirition, 6 to self.

22 HP Regen 2 3 PiPs.
Your first shot hits and causes the spirit to fade away, while the others destroy the remaining spirits Signal Look and Struck are fighting...

(Ghostly Apparition is now Ghostly Appariti-off. I'll see myself out)
(Combat Over)

Signal Look gives a sigh of relief, while the Construct goes and collects bits of itself that was knocked off during the fight...

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  LoganAura on Fri Jul 12, 2013 10:33 am

Snipe goes to help the construct... Adding one of his spare firearms to it's head as an additional weapon and looking at Signal and Hammerhead. "Well, that was.... A thing."

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  AProcrastinatingWriter on Fri Jul 12, 2013 12:37 pm

Aces sighed, compartments unfamiliar opening up over his metal arm. "Well, can' say I didn' warn you abou' my iron." He paused for a second. "Though I'm no' sure this'll actually work..."

He shook his head, raising his arm. "A' any rate, don' ge' into battle..." Multiple chains, barbed and fearsome, burst from the various compartments within that arm. Despite their inherent intagibility, they wrapped around the ghostly apparitions in front of him quite well. "Unless you're willing to be' your afterlife."

A piston in his arm thrust inwards, and with a burst of steam the chains vibrated through the apparitions quite well - and from the look of things, quite painfully. Even for Aces, who flinches as the chains tighten. "Still not qui' righ'..." he says through gritted teeth.

Spoiler:
Used Royal Flush, but didn't really feel the need to make it into the triumphant crescendo I usually do. I'll target Apparition A, and if at any point during these next five attacks it falls apart, I switch over to B. BUT FIRST I will use my "Well That's a Surprise" power in order to give a vulnerability 2 to Apparition A until the end of my turn. Keep in mind that if at any point Apparition A falls apart, the vulnerability should not be applied to my hitting B.

RESULTS:
1d4+1+-3+2= 3
1d6+2-3+2= 6
1d8+3-3+2 = 3 (Bluff activates)
1d10+4-3+2=4 (Bluff activates)
1d12+5-3+2 = 9

Save ends(Damage penalty): 17
Save ends (Ongoing Damage): 5

STATUS:
HP: 30 + 1
PiPs: 2
Condition: Been Better

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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  tygerburningbright on Fri Jul 12, 2013 1:03 pm

Sparks hoping to finish off the ghost makes another dashing cross slash at the spirit. After landing he spends a moment focusing on cutting off the chains.

combat:
[+1]Quick Draw: Double Cutter (Sword-Chucks, Yo!) - Standard Attack [2/3 Battle]
Deal 2d10 damage to target creature.
Roll(2d10)+0:
3,2,+0
Total:5

save vs regen
Roll(1d20)+0:
18,+0
Total:18

save vs chain
Roll(1d20)+0:
16,+0
Total:16

stats:

HP 30
Pips 1
status clear
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

Post  Fury of the Tempest on Fri Jul 12, 2013 1:17 pm

(Am I the only one to notice that Sparks got 2 turns in a row?)
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Re: Adventures in Saint-Trotez - On Set (Episodes 3 - 6)

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