An Abominable Antagonist

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Re: An Abominable Antagonist

Post  A1C Bronymous on Sun Aug 25, 2013 11:00 pm

Quietkal wrote:((Phoenix's turn.))
((Dice almost continued to daze Phoenix.))
That would have been... disappointing.


Having waited for the smoke to clear, Horizon respots the now one legged big dumb skeleton. "Having trouble falling down and staying dead, huh?" His words drip malice, as his right hand sweeps forward. A gout of flame erupts, trailing it and taking shape. Lasting a brief moment, the fire dies away, revealing an, admittedly, rather short sword with a curved blade of fiery reddish-gold. "Just let it happen." He charges in getting close and delivering four powerful slashes, targeting his last leg.


Spoiler:

Minor Action, 8 Pips: Summon Ascendant Talon (Talisman of weapons reduces cost by 3)
Ascendant Talon:
[-7(-4)] Ascendant Talon (Flametongue) – Minor Utility <
You conjure the Ascended Talon- a powerful, unique Sword- in your hands. You can dismiss the Talon as a free action. While you are wielding the Ascended Talon, you cannot use your other combat talents. Instead you may use the combat talents below.
Searing Heat - Trait
Whenever you trigger one of your Special Moves, target creature suffers 5 ongoing damage (save ends).
[+3] Fireslash – Standard Attack
  Deal 1d10 damage to target creature.
  [+1] Burning Wound – Standard Attack
Roll a d8. Deal that much damage to target creature, and it suffers that much ongoing damage (save ends).
  [-1] Scorched Earth – Standard Utility
Up to six enemies suffer 5 ongoing damage (save ends)
[-2] Blazing Blade - Standard Attack
Deal 2d10 damage to up to six enemies.
[-4] Cremate – Standard Attack
Deal 4d8 damage to target creature and your next attack single target attack can target up to 4 creatures instead. The Flametongue vanishes.
1st Standard, 4 Pips
[-2] Blazing Blade - Standard Attack
Deal 2d10 damage to up to six enemies.
Roll: 4+10=14 damage to Bones

2nd Standard, 2 pips
[-2] Blazing Blade - Standard Attack
Deal 2d10 damage to up to six enemies.
Roll: 9+7=16 damage to Bones

Total: 14+16=30 damage to Bones
HP: 19
Pips: 0
Status: Anticipating Retaliation
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Re: An Abominable Antagonist

Post  Quietkal on Mon Aug 26, 2013 10:28 am

The first slash cuts through what remains of the skeleton, the bones disappearing in a gentle puff as a fresh skeleton leaps from the floor and claims the hat. The following strikes hit it, and surprisingly it takes them without a response.
A sixth orb of fire appears, and the orbit around the hat is clearly getting cluttered.
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Mon Aug 26, 2013 10:35 am

Storm Blade, frustrated by his inability to defend his team-rates, did an infield rewrite of his shield. Hoping to increase his ability to defend his team-mates on a more consistent basis, through it meant he would have decreased offensive ability. After this was done, he reinforced his shield, as two bolts of lightning raced out from him, marking Nurse Deadheart and Deadeye.

Turn:
[+3] Bunker Down. Gain 2 Resist. Mark an ally. Trait marks another ally.

Health: 24
PiP's: 7.
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Re: An Abominable Antagonist

Post  tygerburningbright on Thu Aug 29, 2013 5:52 pm

The Joy rushes in towards the fresh skeleton and immediately leaps up above the creature and slams herself front hooves first down onto the skull and hat.  

Combat:
[-7] Breaking Combo (Electrocution) - Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature

1D4 => 3
1D6 => 1
2D8 => [ 2 +6 ] = 8
2D8 => [ 5 +6 ] = 11 #inspration taking 6...
2D10 => [ 5 +1 ] = 6 taking 1 traits activate
2D12 => [ 9 +10 ] = 19 taking 10
well that was one of my worse turns..
total damage 21
.
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Re: An Abominable Antagonist

Post  Xel Unknown on Fri Aug 30, 2013 2:36 pm

Zero One tries to fire off another super-laser... But finds he is without the power to do so... So he just Puts a shield around himself as he quickly goes to program another superstrike attack...

combat turn:
[+1] Active Spellshield (Guarded Stance) - Standard Utility
Until the end of your next turn, you take half damage.

[+1] Targeting Program Engage (Redirect Focus) - Minor Utility
You are dazed until the end of your next turn.
status:
HP: 16
Pips: 8
Condition: Dazed, takes have damage (both till end of next turn), all 8 combat talents


Last edited by Xel Unknown on Fri Aug 30, 2013 4:47 pm; edited 1 time in total (Reason for editing : because I was wrong about how my last turn went.)
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Re: An Abominable Antagonist

Post  Curunir on Sun Sep 01, 2013 1:06 am

Seeing The Joy and Dead Eye successful in their assault on the skeleton, Sunny waves her banner frantically, simply yelling  
"You've got him! Keep it up!  Attack!".  As the two press their advantage, she joins her remaining medics in tending some of the wounded- with her own special bandages serving as an additional layer of protection as well as providing relief to injury.  

Combat:
[-4] Spot Opening (Go For The Eyes!) - Standard Utility
Target creature suffers vulnerability 2 until the end of your turn, and up to two allies can immediately use the following combat talent as a free action.
[0] Flanking Maneuver (Shoot For The Eyes) - Free Attack
Deal 1d10 damage to target creature.

I'm going to go ahead and roll for the attacks granted by my utility to save time (if that's okay).  I think I checked for any modifiers to damage from the two characters but correct me if I'm wrong (I think a lot of them are 1/round and have been used already anyways)
Dead Eye Phoenixdoes 4 (roll) + 3 (Duelist) damage (before vuln)
The Joy does 4 1/turn reroll with inspiration= 8 damage (before vuln)

Minor Action (Staff of Miracles)
[0] Healing Word - Minor Utility [2/Battle] (1st use)
Choose one of the following;
A) Target creature gains 1d10+2 hp.

granting 4 HP and 10 temp HP (from pacifist trait) to Zero-One

10: Target creature gains 2d12 hp.
(1+10)= 11 HP and 2 Temporary HP (pacifist) for Phoenix


Medics heal 3 damage from Sunny Zoo and 4 damage from Storm Blade


Status:
30 hp
1 PIP
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Re: An Abominable Antagonist

Post  Quietkal on Sun Sep 01, 2013 10:02 pm

>reaction to Phoenix's Free Attack
>reaction to The Joy's Free Attack
The skeleton staggers slightly and chuckles menacingly; the orbs respond and let loose 2 waves of fire. They cascade over everything, killing the exposed Guard-Medic as they pass.
((Bloodied))
((2 attacks, damage listed should have all modifiers already applied. If interrupting, value is 6 on each before halving and Resist/Vuln))
((Happens before Minor action and Guard Medic's heals))


((Storm Blade takes 1+1 damage))
((The Joy takes 6+6 damage))
((Zero One takes 3+3 damage))
((Sunny Zoo takes 4+4 damage))
((Guard-Medic 5 dies))
((Dead Eye takes 7+7 damage))
((Nurse Deadheart takes 0+0 damage))
((Phoenix takes 6+6 damage))


Last edited by Quietkal on Sun Sep 01, 2013 10:10 pm; edited 1 time in total (Reason for editing : Sunny has resist 2, whoops)
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Mon Sep 02, 2013 9:26 pm

Storm Blade grimaced as the waves of fire washed over him, knowing that there was nothing he could do to stop them. "Did no one listen when I said not do launch multiple attacks like this? It only provokes it to unleash waves on fire! Focus on single, powerful attacks and we might get through this!"
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Re: An Abominable Antagonist

Post  Dusk Raven on Tue Sep 03, 2013 12:01 pm

"Single, powerful shots? My specialty." Dead Eye flinched as his shield was swept away in flames, but it didn't stop him from aiming another powerful blast at the skeleton, though his aim was off due to the previous tremors...

Action:
Start of turn - gain two PiPs from trait
[-3] Desperation Shot (Furious Rage) - Standard Attack
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.
3d12 + 6d6 + 3. Rolls: 11 + 9 + 2 + 5 + 6 + 1 3 + 2 + 4 + 4. + 3 (Duelist) = 49. Divided by 2 = 24.
Saves: 16 (for dazed), 11 (for weakened)

Status:

HP: 15, 1 Temp
PiPs: 0
Status: Bloodied, Vuln 4
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Re: An Abominable Antagonist

Post  ZamuelNow on Tue Sep 03, 2013 11:06 pm

"I do wonder when the end will be in sight" Nurse Deadheart says to no one in particular.  As she stares at the skeleton, The Joy's wounds start to heal.

Status and actions:
Regen 4

[-1] Soul Osmosis (My Life is Yours) - Minor Utility
Pay 5 hp. Target creature gains 9 hp.

The Joy gains 9 HP

23 HP 6 Temp
9 pips
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Re: An Abominable Antagonist

Post  Quietkal on Tue Sep 03, 2013 11:34 pm

>Standard
The skeleton jaw bone chatters as it says "Only one end for you, little po-ny!" and outstretches a bony hand toward the group. The balls of fire cease their orbits and swell to several times their size. They quickly fly at the varied group members and bear their heat upon them for a few moments, before shrinking back to their previous size and flying back to their orbits around the hat.
((Multi-target attack, 12 damage to each of the following before applying half damage and Resist/Vuln))
((Storm Blade))
((The Joy))
((Zero One))
((Dead Eye))
((Nurse Deadheart))
((Phoenix))


>Reaction
After the orbs return, he smashes a bony fist into the ground, before sharply pulling it back with a rock column following it. The ground beneath the commando and those near her sharply slides toward the skeleton, offsetting their balance and upsetting their approach.
((Storm Blade Dazed and Weakened until end of Mr Bones' next turn))
((The Joy Dazed and Weakened until end of Mr Bones' next turn))
((Zero One Dazed and Weakened until end of Mr Bones' next turn))


>Minor
Finally, he turns to the pony criminal, letting loose a deep exhale which billows out over him and onto those nearby, outright ending the medic attending him.
((Guard-Medic loses 3 life and dies))
((Dead Eye loses 3 life and suffers Decay (save ends) ))
((Nurse Deadheart loses 3 life and suffers Decay (save ends) ))

Decay effect:
Creatures suffering this condition lose 1 life at the start of their turns and can't regain health.


((Tried to do something different with coloring. I know the grey is a little difficult to see, but I want something to offset the actual mechanics from the flavor and tried the blue.))
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Wed Sep 04, 2013 12:01 am

"Go time." Storm Blade growled, crouching down as the balls of fire shots towards the fighters. Electricity began to dance between the feathers of his wings before he launched himself in a blur of motion. The pegasus guard rocketed through the battle area, using his shield to deflect the fireballs away from his allies and forcing them together into one big fireball, consuming the lingering marks he had left on Dead Eye and Nurse Deadheart for an energy boost. The pegasus landed back where he started, facing the giant fireball heading directly towards him. However, with one well placed swing he scattered it apart, sending the orbs of fire back into the skeleton. He then channeled the excess lightning from his nervous-system super-charge into his shield, modifying it before shooting it out to Sunny Zoo, leaving her with a protective aura.

Unfourtantly, he had no time to prepare for the shift in earth, and through he soon took off, he was still of balance.

Response:
Under the Aegis, protecting The Joy, Zero One, Dead Eye, Nurse Deadheart & Phoenix. This costs 6 PiP's. Lighting Armour reduces this to 5. Removing the Guardian Marks on Dead Eye & Nurse Deadheart to reduce the PiP cost to 3.

Master Defence against the now single-target move. 12, attack negated and Knight's Presence activated.

Sunny Zoo is now taking half damage

Status:
Heath: 26
PiPs: 4
Status: Weakened & Dazed, but helping out as best I can, and doing much before hand.


Last edited by Fury of the Tempest on Fri Sep 06, 2013 9:05 am; edited 1 time in total
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Re: An Abominable Antagonist

Post  A1C Bronymous on Thu Sep 05, 2013 2:14 am

Phoenix, having allowed himself an extra hit or two, takes the wave of backlash, and subsequent attacks, but between his own resistances and some more healing and shielding magic from his allies, he felt almost none of it. The skeleton looked to be almost done, but then it had seemed like that before taking another sound beating from the entire team. Unsure of what to do to finish it off, he again closes to deliver one more hopeful blow with his Talon, before getting clear. The Talon evaporates in the same gout of flame that conjured it, and Phoenix holds back, waiting to see what else needs to be done.


Turn:

[+3] Fireslash – Standard Attack
Deal 1d10 damage to target creature.
Target: Bones
Roll: 10

10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.
Roll: 2+4=6

Dismiss Ascendant Talon as a free action

[+1] Ignite (Redirect Focus) - Minor Utility <
You are dazed until the end of your next turn.

Totals: 10+6=16 damage to Bones, Bones is blinded until the end of my next turn.
HP: 29+2 Temp
Pips: 4
Stat: Dazed


Last edited by Bronymous on Thu Sep 05, 2013 12:12 pm; edited 1 time in total
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Re: An Abominable Antagonist

Post  Quietkal on Thu Sep 05, 2013 11:26 am

The skeleton collapses...and immediately reforms in a burst of purple fire which clouds the Firageaen's vision.
He chuckles at the blows, but the orbs only waver when they attempt to respond.
((Phoenix blinded until end of his next turn, surprise surprise))
((Blind prevented 2 attacks))
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Fri Sep 06, 2013 9:08 am

Having neared the skeleton due to the ground slide, Storm Blade took the opportunity to throw his shield at the skeleton. It was a solid hit, through weakened by the fact that he was still off balance. The pegasus would sure it would leave the skeleton concussed for a while, making it hard for him to focus his attacks properly as the shield returned to him.

Turn:
[+1] Shield Smash. 1d8 damage to target enemy and damage reduced by -3 until the end of my next turn. Rolled a 6, weakened so 3 damage

Status:
Health: 26 PiPs: 5
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Re: An Abominable Antagonist

Post  tygerburningbright on Sun Sep 08, 2013 12:07 pm

The Joy tries to get closer to the skeleton in order to attack it once again but manages to get one of her rear legs caught between two rail ties on the elevated track. Fortunately the skeleton is well throwing distance and so the Joy takes this opportunity to throw an almost unending hail of explosives while trying to get herself free. Unfortunately the majority of the normal grenades only come close to their target due to the lingering effects of the skeleton's last blow on her sense of balance. Additionally she throws some of the glass shielding grenades at her allies and takes a few moments to patch up some of her own wounds.

Combat:

[+6] Grap for power
Roll(2d8)+0:
8,4,+0
Total:12
takeing 8 -8 pips
crit

Roll(2d10)+0:
4,10,+0
Total:14
taking 10 5 damage
crit

Roll(4d12)+0:
12,1,7,11,+0
Total:31
taking 1 and 12 13 healing to self
traits activate and crit  +1 pip

Roll(6d8)+0:
1,1,8,3,4,1,+0
Total:18
taking two ones and the 8 + 2 pips 10 resist for storm blade
crit

Roll(2d10)+0:
9,1,+0
Total:10
taking 9 4 damage

crushing blow X4
Roll(8d12)+0:
8,12,4,11,5,12,3,12,+0
Total:67
taking 12 12 12 and 11 23 points of damage
Hat trick crit

Roll(6d8)+0:
8,3,3,5,6,6,+0
Total:31
taking 8,3,3 14 resist for nurse Phoenix I guess  

Roll(6d8)+0:
4,2,8,4,8,1,+0
Total:27
taking 8 4 1 trait + 1 pip 13 resist for 0/1

Roll(6d8)+0:
4,7,3,2,3,8,+0
Total:27
taking 8 2 3  13 resist for Dead Eye
crit

Roll(2d10)+0:
3,6,+0
Total:9
taking 6 3 damage

Roll(2d10)+0:
6,5,+0
Total:11
taking 6 3 damage

Roll(2d10)+0:
8,1,+0
Total:9
taking 8 4 damage

Crushing blow X6 (I think...)
Roll(12d12)+0:
6,7,5,7,7,11,7,8,8,8,10,3,+0
Total:87
taking  7,7,11,8,8,10  25 damage

totals +2 pips 67 damage (after weakening) 13 healing for self , 13 resist for Dead Eye, 13 resist for 0/1, 14 resist for nurse Phoenix, 10 resist for storm blade
Pics in multiple parts...
Part 1
part 2
part 3
part 4 top roll only

Stats:
Hp 27
pips 6
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Re: An Abominable Antagonist

Post  Quietkal on Sun Sep 08, 2013 8:00 pm

So focused on throwing the stream of grenades, the commando fails to pull the pin on a majority of them and they simply roll past the skeleton. A few do explode though, and the orbs manage a singular flame wave in response.
((1 attack))
((7 damage, before -3 modifier, half-damage, and resist/vuln))
((Storm Blade reduced to 15, 2 damage))
((The Joy reduced to 10, 4 damage))
((Zero One reduced to 16, 2 damage))
((Sunny Zoo resists))
((Dead Eye reduced to 7, 6 damage))
((Nurse Deadheart resists))
((Phoenix reduced to 27, 4 damage))

((The Joy healed to 23, +13))
((Storm Blade gains resist 10))

((1 attack))
((Blind prevents))


Last edited by Quietkal on Mon Sep 09, 2013 1:50 pm; edited 1 time in total (Reason for editing : Daze problems)
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Re: An Abominable Antagonist

Post  Xel Unknown on Fri Sep 13, 2013 12:40 am

Zero One attacks yet again, with another superblast at the enemy.

combat talent:
[-7] Super-Laser Magic (Snicker-Snak!) - Standard Attack
When you use this talent, choose one;
A) Deal 8d20 damage to target creature. If you roll a 20, you may activate all three of your special moves at once.
B) Deal 4d20 damage to target creature and all creatures adjacent to it. If you roll a 20, you may activate all three of your special moves at once.

2H20+ 2H20+ 2H20+ 2H20+ 2H20+ 2H20+ 2H20+ 2H20 => [ 7; 19 = 19 ] + [ 18; 18 = 18 ] + [ 18; 17 = 18 ] + [ 5; 2 = 5 ] + [ 10; 3 = 10 ] + [ 7; 13 = 13 ] + [ 12; 16 = 16 ] + [ 13; 1 = 13 ] = 112 +3 = 115.
status:
HP: 16
Pips: 1
Condition: 13 resist (not sure when this wears off?)
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Re: An Abominable Antagonist

Post  Quietkal on Fri Sep 13, 2013 12:51 am

Despite being off-balanced (weakened), the golem's beam still hits the majority of its target, leaving only a single leg standing and the hat unscathed. The rest of the beam carves a tunnel into the cavern wall, and small bits of rock fall briefly from the ceiling.

The skeleton rises slowly from the ground again, and just stares at the pony-thing. An eighth orb joins the others, in what is now a rapidly spinning ring of light around the top hat.
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Re: An Abominable Antagonist

Post  Curunir on Tue Sep 17, 2013 1:42 am

Sunny Zoo flinched at Storm Blade's comment following her ill-advised attack order. She had ignored the advice, and her own earlier hunches - for a perceived minor tactical opening. And as a result, more of her followers were down for the count. She motioned for any of the others that remained to stay out of sight- were there any others? How many ponies were lying out there, unconscious- or worse? Perhaps it was time to leave the battle to the others, and simply do her part to make sure they stayed alive to do just that.

Combat:
[+3] Strategize (Critfisher) – Standard Utility
Rolling two d10s.

9, 2

ah well.

[0] Healing Word - Minor Utility [2/Battle] (2nd use, I believe)
Choose one of the following;
A) Target creature gains 1d10+2 hp.

4+2=6 HP to Deadeye, plus an additional 1d10 = 8 temporary HP

Status:
HP 26
PIPS 4
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Re: An Abominable Antagonist

Post  Dusk Raven on Tue Sep 17, 2013 7:34 pm

"Damn... when is this going to end?" Dead Eye coughed, blood streaks and scorched patches showing on his coat. One eye was blackened and scarred, but even with one eye he still fired another flare at Mr. Bones before taking a snap shot with his gun.

Actions:
Gain 2 PiPs at start of turn

[+2] Flare Gun (Psychic Anomaly) - Standard Utility
You and target enemy suffer vulnerability 4 (save ends).

[-1] Snap Shot (Whirling Blades) - Minor Attack
Deal 1d4 damage to target creature. If you roll a 3 or higher, the creature suffers vulnerability 1 to your attacks until the end of your next turn.
Damage: 1d4 + 6d6 + 1d6 (sneak attack) + 11
1 4 + 6 + 5 + 1 2 + 5 + 5 + 2 + 5 + 11 = 45
Mr. Bones suffers vulnerability 1 to Dead Eye's attacks until the end of Dead Eye's next turn.

Save against Decay: 14

Status:

HP: 6, 8 Temp
PiPs: 3
Status: Bloodied, Vuln 4


Last edited by Dusk Raven on Tue Sep 17, 2013 8:01 pm; edited 1 time in total
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Re: An Abominable Antagonist

Post  Quietkal on Tue Sep 17, 2013 7:54 pm

The shot blows a hole through the skeleton's chest, and it staggers. The ring of orbs continues its rapid spin around the hat.
((Bloodied))
The skeleton clacks out, "It will never end! Not if I can keep it!" and the criminal feels the curse come upon him again.
((Deadeye subjected to Decay (SE) ))
((Deadeye suffers a -7 penalty to his next save throw))



If Nurse doesn't pull the curse (heh), make a save throw. Additionally, I have Deadeye at 6/8, not 6/1.
Jeez, I guess this fight's been going for awhile; that's the old form of Whirling Blades. Guess we should wrap this up in the next round or so, eh?
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Re: An Abominable Antagonist

Post  ZamuelNow on Tue Sep 17, 2013 8:12 pm

Nurse Deadheart mentally noted that if it weren't for his obvious cruelty, there would almost be a macabre bit of humor to the skeleton's actions.  While quite tiring, it felt more like delaying the inevitable considering the amount of damage it kept taking.  Still, it would be foolish to turn a blind eye.  First, she pulled the curse into herself, then she set about healing her allies and curing herself.

Status and actions:
Caught me mid post.  Since save ends override but don't stack...
[-1] Selfless Act - Interrupt Utility
Trigger - An ally would be subjected a (save ends) condition.
Effect - You are subjected to the (save ends) condition instead.

Saves against Decay at start of round due to Unstoppable.  Nat 20ed.
Regen 4

[-2] Saving Grace  - Standard Utility [Created by Azureink]
Up to six target creatures gain 1d10 hp.
All players but myself gain 7 HP

[-X] Mend - Minor Utility
Target ally gains regeneration X+2 until the target is dealt damage. X cannot be less that 1.

Spending 1 to give The Joy 3 regen.

End of turn save against Decay
20 HP 6 Temp
5 pips


Last edited by ZamuelNow on Tue Sep 17, 2013 8:52 pm; edited 1 time in total (Reason for editing : Corrected HP. Decay save ends)
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ZamuelNow
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Re: An Abominable Antagonist

Post  Quietkal on Tue Sep 17, 2013 8:29 pm

As the dark healer throws off the curse, she feels the skeleton's glare upon her and succumbs to it again.
((Nurse Deadheart suffers Decay (SE) ))
((Nurse Deadheart suffers a -7 penalty to her next save throw))



Decay prevents Regen, but I'll say it's trigger already passed for the beginning of the turn stack.
Nurse should be at 20/6. I believe you missed the 3 life loss associated with the attack that instilled Decay.
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Quietkal
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Re: An Abominable Antagonist

Post  Quietkal on Tue Sep 17, 2013 9:09 pm

The ring of fire lifts off of the hat and expands, before slicing through the group like a colossal purple Frisbee of pain. More dust and small rocks fall from the ceiling.
((16 damage to each party member before modifiers))
((Storm Blade reduced to 14))
((The Joy reduced to 14, loses Regen 3))
((Zero One reduced to 7))
((Sunny Zoo reduced to 24))
((Dead Eye reduced to 9))
((Nurse reduced to 19/1, raised to 19/2 as reaction))
((Phoenix reduced to 14))


The skeleton stomps as the orbs return to their small size, and the ground collapses beneath the nurse and those near her.
((Deadeye dazed/weakened until end of Mr Bones' next turn))
((Nurse dazed/weakened until end of Mr Bones' next turn))
((Phoenix dazed/weakened until end of Mr Bones' next turn))


He then turns to one of the creatures he's mostly neglected, and lets loose a deep exhale that burns the strategist's body and lungs. It billows off and afflicts those near her.
((3 life loss))
((Zero One reduced to 4 and subject to Decay (SE) ))
((Sunny Zoo reduced to 21 and subject to Decay (SE) ))
((Deadeye reduced to 6 and subject to Decay (SE) ))

Decay:
Creatures suffering this condition lose 1 life at the start of their turns and can't regain health.

Finally, the skeleton reaches out and crushes the flare. The cave suddenly seems much darker; the far side obscured by an ominous wall of darkness.
((Vuln 4 saved))
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Re: An Abominable Antagonist

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