An Abominable Antagonist

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Re: An Abominable Antagonist

Post  tygerburningbright on Sat Jul 20, 2013 11:33 pm

The Joy blinks a few times before saying "An amusement park ride...? Hn looks like there are quite a few survivors." She then pulls out a cut down assault rifle and a knife from Hammer Space.

combat:
Roll(1d20)+0:
16,+0
Total:16
Don't know why but I bothered to list down my combat talents. (We have what 3 people with Be Prepared?)
[+6]Reformulate plan (Grab For Power) - Standard Utility
Lose 1d8 Pips.
[0]Close Quarters Combat (Blood Weapon) - Minor Utility [Inspired by Chris Pauly]
Pay 10 hp. If you do, you conjure a Blood Weapon in your hands. You can dismiss the Blood Weapon as a free action. While you are wielding a Blood Weapon, you cannot use your other combat talents. Instead you may use the combat talents below.

[+2]Quick Strike (Crow Claw) - Standard Attack
Deal 1d10 damage to target creature.

[+1]Allow Opening (Douse in Blood)  - Minor Utility
You lose 5 hp.

[-1]Body Throw (Sanguine Cyclone) - Standard Utility
Deal 1d12 to target creature and all creatures adjacent to it.

[-5]Ground Slam (Eviscerate) - Standard Attack
Deal 3d8 damage to target creature. If you are bloodied, deal 5d8 damage to that creature instead.

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

* [-6]Knife Choke Hold (Daggerstorm) - Standard Attack
Roll d12s until you either get a result of 3 or lower or have rolled 5 times. Deal damage to target creature equal to the total die results you rolled this way.

*[-7] Breaking Combo (Electrocution) - Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature
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Re: An Abominable Antagonist

Post  Xel Unknown on Sun Jul 21, 2013 12:09 am

Zero One get's ready for combat with a smile. "Mmm... This looks like it'll be a fun fight. And we'll get to save some lives... Win-win!"

Turn Order Roll: 13
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Re: An Abominable Antagonist

Post  Dusk Raven on Sun Jul 21, 2013 1:31 am

Dead Eye looked with a combination of amazement, disgust, shock, and confusion at the scene before him. Then he readied his elephant gun and looked about for cover...

[Initiative: 8]
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Re: An Abominable Antagonist

Post  Curunir on Sun Jul 21, 2013 2:37 am

Sunny Zoo ground her teeth. "...what...  what purpose... what could justify this?  I find myself unable to remotely comprehend that... thing's... motivation."  

A pigeon flew in from the tunnel behind and landed on Zoo's head.  She collected herself. "Ah, right on time, as usual."

A dark Earth Pony appeared from behind as well.  "Of course- for all your talk of nonviolence, you do seem to get into a lot of fights.  You have your vow, and I have mine.

Zoo didn't respond, quietly surveying the room and its occupants, trying to make sense of the terrain and each combatant's abilities.

Initiative:
Initiative roll 10
Conjurations at initiative roll:
Pacifist’s Bodyguard (Conjurer’s Pet)
When you roll initiative, you may conjure an allied Bodyguard. It has the following stat block.

        Bodyguard - 15 hp
[0] Slash - Standard Attack
        The Bodyguard deals 1d6 damage to target creature.

        [0] Defend the Defenseless- Interrupt Utility
Trigger - An enemy targets you with a single target attack
Effect - The attack targets the Bodyguard instead. You may use this combat talent only once per round.

General’s Messenger (Spellscape Familiar)        
When you roll initiative, you may conjure an allied Homing Pigeon. It has the following stat block.

        Homing Pigeon - 1 hp
Trait - Messenger
At the beginning of it’s turn, the Pigeon  grants you 1 PiP

Trait – Aerial Target
Your Pidgeon has resist 3.
Combat talent selection:
[+3] Strategize (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).

[-3] Inspiring Presence (Inspiring Tune) - Standard Utility
Until the end of the encounter, target ally may use the following talent once per turn.


        Inspiration - Immediate Interrupt
        Trigger - You roll a d8, d10 or d12 and dislike the result
        Effect - You may reroll the die and take either result.

[-2(0)] Summon Guard-Medic (Conjure Warden) - Standard Utility
Conjure an allied Guard-Medic. It has the following stat-block.

Guard-Medic - 1 HP
Trait - Guardian
When a Guard-Medic is conjured, its conjurer chooses one creature for the Guard-Medic to guard. The chosen creature cannot be attacked..

[0] Battlefield Medicine- Standard Utility
The Guard-Medic grants you or target ally 1d8 HP.

[-3(-1)] Summon Soldier (Conjure Celestial Avenger) - Standard Utility
Conjure an allied Soldier. It has the following stat-block.

Soldier - 1 HP
Trait – Soldier’s Shield
Soldier has resist 3

[+1] Soldier’s Strike (Avenger’s Challenge) - Standard Attack
The Celestial Avenger deals 1d8 damage to target creature.

[-1] Flanking Attack (Divine Retribution) - Interrupt Attack
Trigger – An enemy attacks an ally
Effect – Deal 1d12 damage to the triggering enemy.

[-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.

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Re: An Abominable Antagonist

Post  Quietkal on Sun Jul 21, 2013 10:10 am

The top hat suddenly throws out a deep blue flame, and the skeleton starts ambling towards the group. It appears it's not able to walk as well as it can dance.

Initiative:
20 Storm Blade (Fury)
16 The Joy (Tyger)
13 Zero One (Xel)
11 Phoenix (Brony)
10 Sunny Zoo (Curunir)
(Sunny Zoo's Conjurations)
8 Dead Eye (Dusk)
7 Nurse Deadheart (Zamuel)
2 Mr Bones
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Sun Jul 21, 2013 10:20 am

Noticing how slow the skeleton was being, Storm Blade knew he could didn't have to launch himself into action immediately so he waited. Bidding his time, knowing that soon would be the time to unleash his power and abilities.

Turn:
[+1] Gather Energy
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Re: An Abominable Antagonist

Post  tygerburningbright on Sun Jul 21, 2013 12:25 pm

The Joy spends a precious few seconds observing the skeletal creature mentally noting down the best places to strike.

combat:
[+6]Reformulate plan (Grab For Power) - Standard Utility
Lose 1d8 Pips.

attempting to block it.
Roll(1d12)+0:
11,+0
Total:11
it is blocked but so close to a crit...
.

stats:
HP 30
Pips 10
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Re: An Abominable Antagonist

Post  Xel Unknown on Sun Jul 21, 2013 6:42 pm

(OOC: Could have gone with my turn one Snicker-Snack build, but I decided to go with my turn two SUPER-SNICKER-SNACK combo)

Zero One starts to charge up his power preparing to do some type of major power strike.

Combat turn:
[+4] Glitchy Startup (Psychic Surge) - Standard Utility*
After you use your next talent, you are stunned (save ends).

[+1] Targeting Program Engage (Redirect Focus) - Minor Utility*
You are dazed until the end of your next turn.

(stun effect is triggered)

Save for Stun: (roll twice becuase I'm also dazed)
2H20 => [ 18; 14 = 18 ] = 18 made my save.
end of turn status:
HP: 30
Pips: 9
Condition: Dazed (till end of next turn)
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Re: An Abominable Antagonist

Post  A1C Bronymous on Sun Jul 21, 2013 6:55 pm

Everyone else seemed smart enough so far, holding back and analyzing the situation. Phoenix did as well, but allowed himself to build up power for a something new he had been working on. It wasn't often that he came up with new techniques, but this was a special situation.

Spoiler:

[+5] Rapid Burn (All or Nothing) - Standard Utility <
At the end of your next turn you are reduced to -15 hp. You may use this talent only once per battle.

HP: 30, Pips:9, Stat: none
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Re: An Abominable Antagonist

Post  Curunir on Mon Jul 22, 2013 2:46 am

While the others were wise to observe their enemy, Sunny Zoo's top priority was observing her allies.  They would know their enemy soon enough, but she needed to know her friends to best direct them in battle.  Most of them seemed readying themselves for attack, but one other, "The Joy", seemed to be likewise still analyzing the situation.  She nodded and the pigeon flew off, landing in front of the  secretive pony.

The pigeon tilted its head "Coo?" and its talons suddenly blurred with motion, as an observant pony- as Zoo assumed the agent would be- would recognize as sign language- if the talons were thought of as hooves.  

"Use this messenger to communicate with me if you wish to coordinate discretely in battle- or need eyes to reach where yours cannot, to scout ahead or guide attacks."

Her bodyguard was the first to attack, charging out quickly to probe the monster's defenses before promptly returning to her side.

Combat:
[-3] Inspiring Presence (Inspiring Tune) - Standard Utility
Until the end of the encounter, target ally may use the following talent once per turn.

        Inspiration - Immediate Interrupt
        Trigger - You roll a d8, d10 or d12 and dislike the result
        Effect - You may reroll the die and take either result.

Using on "The Joy"

General’s Messenger (Spellscape Familiar) grants 1 PIP to me on its turn.

Pacifist’s Bodyguard (Conjurer’s Pet) does 1d6 = 4 damage to Mr. Bones
Status:
HP 30
PIPS 2
Status: Fine

General's Messenger turn 1 out of 2 Hidden Approach (Cutscene Immunity )
General's Bodyguard turn 1 out of 2 Hidden Approach (Cutscene Immunity )
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Re: An Abominable Antagonist

Post  Dusk Raven on Mon Jul 22, 2013 8:40 am

Each of the assembled combatants had their own methods of observing the enemy or otherwise preparing themselves.

Dead Eye's was more simple - he took out a flare gun and fired it at the monstrosity. The flare would be harmless, but it would be enough for Dead Eye to note any weaknesses in the creature's structure - even if it wasn't exactly the kind of creature he was used to dealing with.

Actions:

[+2] Flare Gun (Psychic Anomaly) - Standard Utility
You and target enemy suffer vulnerability 4 (save ends).
N.B. -3 to saving throws against this effect.

[-9] Hunter’s Focus (Berserker’s Rage) - Minor Utility
For the rest of the battle you may deal +3d6 damage on one single-target attack each round and you suffer Vulnerability 4.
Status:
HP: 30
PiPs: 0
Condition: Vulnerability 4
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Re: An Abominable Antagonist

Post  Quietkal on Mon Jul 22, 2013 10:30 am

>reaction to Curunir
After being hit by the bodyguard, the skeleton stops for a moment and lets out another monstrous laugh. A force pushes lightly on each of you, but no real effects occur.
(0 Damage)
>automatic player responses already rolled
Nurse Deadheart: Vital Surge activates, gain 4 temporary health

The Joy: d12 to negate, rolled a 1.
Fool Me Twice activates, roll twice on d8's, d10's, and d12's on your next turn and take either result.
I Meant To Do That activates, +1 energy.

Storm: d12 to negate, rolled an 8. Not affected by 0 damage.

((Huh. Well that backfired a little.))


Last edited by Quietkal on Mon Jul 22, 2013 1:02 pm; edited 1 time in total
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Re: An Abominable Antagonist

Post  ZamuelNow on Mon Jul 22, 2013 12:56 pm

Spoiler:
Um, Deadheart has regen but not temp HP unless something in the background activated (from that 'push'?).  For this battle:

[+4] Inner Turmoil (Dark Bargain) - Standard Utility
You suffer 2 ongoing damage (save ends), vulnerability 2 (save ends), and a -2 penalty to damage (save ends).

[+2] Healing Salve - Standard Utility [Polished by Daniel Berke]
You or target ally regains 1d10+2 hp.

[+1] Medical Preparation (Gather Energy) - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

[-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.

[-2] Saving Grace  - Standard Utility [Created by Azureink]
Up to six target creatures gain 1d10 hp.

Upon hearing the creature's laugh, Nurse Deadheart stands ready to lend aid to the rest of the team.

Actions and status:
[+1] Medical Preparation (Gather Energy) - Standard Utility

30 HP
5 pips
2 Standards next turn
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Re: An Abominable Antagonist

Post  Quietkal on Mon Jul 22, 2013 1:29 pm

((Vital Surge triggered. It was an attack that dealt 0 damage, but still an attack.))

The skeleton starts swaying from side to side, before resuming its dance from earlier. Music seems to generate from the echoes of the bones hitting the ground, and with a single fluid motion it smacks away the flare, removing the revealing light from the creature.
((Vuln 4 (save ends) removed from Mr Bones))

An unnatural fear forces itself onto the golem, the skeleton's motions forcing a phrase into the ancient's thoughts.
'Spooky...Scary...Skeletons...Send Shivers...Down Your Spine'
((Zero One suffers from Fear (save ends.) ))
Fear:
Creatures suffering this condition have a -2 penalty to save throws and lose 2 pips at the beginning of each of their turns.
Suddenly, a skeletal hand lashes out at Dead Eye. It only makes brief contact, but is still a solid blow to the off guard criminal.
((4 damage, +4 vulnerability, total 8 damage to Dead Eye.))

((Back to the front))
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Mon Jul 22, 2013 2:53 pm

Storm Blade frowned, unhappy with the skeletons actions, he certainly knew how to hurt people. And he hadn't been ready to defend people as well. Now however... he was more than ready.

Storm Blade summoned lighting, wind and rain around him, wrapping it around his coat to form another laying of armour. From this, he focused more of it into a solid, shield that he could carry with a hoof, further increasing his defenses. However, the shield didn't remain in Storm Blade's hooves for long, as he threw it at the skeleton...

It was a perfect throw.

The shield slammed right into the skeleton's head, edge first. The force of the attack would surely stun him, if not the powerful burst of energy that the attack unleashed. Lightning, water and air arced from the burst. A single arc of lightning jumped to Sunny Zoo, doing no damage but leaving a mark on her. Meanwhile, the majority of the substances shrouded Nurse Deadheart and Deadeye, hiding them from view of the skeleton.

Storm Blade was smiling when the shield returned to his hoof.

Turn:
Standard Action 1. [+2] Storm Shield. Resist 3. Who's the Tank kicks in, giving me an extra Resit.
Minor Action. [-7] Sentinel's Shield.
Standard Action 2. [+1] Shield Bash. 10 damage. Stunned, Knight's Pressence Activated. Nurse Deadheart & Deadeye cannot be attacked by the enemy until the end of my next turn. Sunny Zoo gains a Guardian Mark

Status:
Health: 30
PiP's: 1.
Status: Kicking ass and ready to defend
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Re: An Abominable Antagonist

Post  Quietkal on Mon Jul 22, 2013 3:11 pm

>interrupting Shield Bash
As the shield strikes the skull, the creature mocks the attack with a high-pitched laugh. The laugh crushes the confidence you had built, and while the blow was still strong, you find yourself unable to take actions until you recuperate.
((d12 to negate, rolled a 1.))
((Storm Blade is stunned until the end of his next turn.))
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Re: An Abominable Antagonist

Post  tygerburningbright on Mon Jul 22, 2013 4:00 pm

In a flash of motions The Joy signals back to the pigeon Understood General before engaging the skeleton. She begins firing off several sets of short busts while constantly moving from place to place attempting to land solid hits. She does allow the bird to guide her after reaching a point where any shot would merely be a graze. Afterwards she moves closer to the beast in order to attack more directly later unfortunately does require her to drop a good deal of her guard.

Combat:
note used rollz rather than my normal dice roller due to the sheer quantity of dice I am rolling.
[-6]Knife Choke Hold (Daggerstorm) - Standard Attack
Roll d12s until you either get a result of 3 or lower or have rolled 5 times. Deal damage to target creature equal to the total die results you rolled this way.

repeat 2 1D12 => 2 ; 11 #daggerstorm 1 taking 11
repeat 2 1D12 => 3 ; 2 #daggerstorm 2 interrupting
Inspiration - Immediate Interrupt
Trigger - You roll a d8, d10 or d12 and dislike the result
Effect - You may reroll the die and take either result.
repeat 2 1D12 => 6 ; 5 #daggerstorm 2 Inspiration taking 6
repeat 2 1D12 => 3 ; 11 #daggerstorm 3 taking 11
repeat 2 1D12 => 8 ; 4 #daggerstorm 4 taking 8
repeat 2 1D12 => 3 ; 10 #daggerstorm 5 taking 10
total damage 46 not too bad for no crits.

[0]Close Quarters Combat (Blood Weapon) - Minor Utility [Inspired by Chris Pauly]
Pay 10 hp. If you do, you conjure a Blood Weapon in your hands. You can dismiss the Blood Weapon as a free action. While you are wielding a Blood Weapon, you cannot use your other combat talents. Instead you may use the combat talents below.

[+2]Quick Strike (Crow Claw) - Standard Attack
Deal 1d10 damage to target creature.
[+1]Allow Opening (Douse in Blood) - Minor Utility
You lose 5 hp.
[-1]Body Throw (Sanguine Cyclone) - Standard Utility
Deal 1d12 to target creature and all creatures adjacent to it.
[-5]Ground Slam (Eviscerate) - Standard Attack
Deal 3d8 damage to target creature. If you are bloodied, deal 5d8 damage to that creature instead.

not trying to block it
Stats:
HP 20 (do not want healing)
Pips 5
Status Double rolling
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Re: An Abominable Antagonist

Post  Quietkal on Mon Jul 22, 2013 6:44 pm

The series of blows breaks what dance the skeleton had managed and leaves it standing in a stupor. It doesn't seem like it can take much more damage.
((Bloodied.))
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Re: An Abominable Antagonist

Post  Xel Unknown on Mon Jul 22, 2013 7:10 pm

Zero One smiles seeing the enemy seeing to be on the ropes at this point. As he just BLASTS a wave motion gun blast of DOOM!

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.

16D20Z8 => [ high 8 of 19; 5; 8; 12; 13; 20; 4; 12; 16; 20; 3; 5; 9; 15; 2; 19 = 134 ] = 134 + 3(experent duelist) = 137 total damage of DOOM!
rolz dice rule:

rolz wrote:Take X highest rolls: This rolls a number of dice and then adds the highest results together.
For example, roll a d10 7 times and add the highest 4: 7D10z4

Meaning that for 16d20z8, it rolls 16 dice and takes the 8 highest of them. Which is basically how I'd work the set up of rolling twice like this.
Got two nat 20s so two times all three of my specials triggers: But I'll only pick things if I've not killed it first life or if we still keep in combat for the moment. Or whatever. Not sure who to target for the four that get half-damage for rest of combat...

8: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn.
10: Up to two target allies cannot be attacked until the end of your next turn.
12: Halve all damage target ally takes for the rest of the battle.

(Note to self... This special doesn't work great on a single turn solo for one attack turn in combat.)

Edit: save ends for the fear thing that I missed: 2H20-2 => [ 20; 6 = 20 ] -2 = 18 made it.
status:
HP: 30
Pips: 0
Condition: 5 Resist till end of next turn, Must be attacked next turn by enemy.


Last edited by Xel Unknown on Thu Jul 25, 2013 9:31 pm; edited 1 time in total
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Re: An Abominable Antagonist

Post  Quietkal on Mon Jul 22, 2013 8:07 pm

PCHOOOOOOOooooooooooooooooooooooooo

As the light fades from the laser, it's clear there's no skeleton left. There's not even a dust pile, just the top hat.

As you ponder how it survived, it just sits there for a moment before a small blue ball of light fades into existence and begins a lazy orbit around the hat. A ring of deep purple light slowly forms on the ground around the hat, adorned with all kinds of demonic symbols. The hat rises into the air, swiftly fluttering this way and that within the ring, before settling into a spin right about where the skeleton's head was.

A bony arm breaks through the ground within the ring, and is used for leverage as the skeleton launches the rest of its body out of the ring in an explosion of dirt. Its head goes directly into the hat and the beast lands, an unsettling and very toothy smile on its skull as the ring of dark magic fades.
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Re: An Abominable Antagonist

Post  Xel Unknown on Mon Jul 22, 2013 8:13 pm

"I'd call that, one life down..." Zero One jokes.


Last edited by Xel Unknown on Thu Jul 25, 2013 9:31 pm; edited 2 times in total
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Re: An Abominable Antagonist

Post  A1C Bronymous on Tue Jul 23, 2013 12:15 am

"Might as well stay dead, coming back up is only gonna hurt more. Trust me, I know." As if to demonstrate, Phoenix releases his built up energy in a violent torrent of fire, surrounding and tearing at the newly regenerated fiend. As the firestorm rages, a blinding light glows to life in his hands. It spirals and swirls into form, a miniature sun, before he hurls it into the center of the inferno.

Which explodes. Obviously. The resulting Holocaust continues to batter and blind the Skeletal Monstrosity.

The stress from Phoenix's current situation causes him to to collapse, under the strain, but he had prepared for this.

Spoiler:

[-9] Flash Bolt (Call Lightning) - Standard Attack <
Deal 3d12 damage to target creature, and 1d12 damage to each creature adjacent to it.
Roll: 8+12+3= 23 Damage

Special: Minor Helios (Buccaneer Blaze)
12: Deal 2d10 damage to up to six creatures and 1d10 damage to yourself.
Rolls: 2d10= 2+3= 5 damage to Bones, 1d10= 10 damage to Phoenix

Special: Eruption (Buccaneer Blaze)
10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.
Roll: 2d8= 6+5=11 damage to Bones, blinded.

Total: 23+5+11= 39 (super lucky) damage to Bones, blinded until the end of his next turn, barring interrupts.

HP: -15 (After interrupt, if any), Pips: 0, Status: K/O (sort of)


Last edited by Bronymous on Tue Jul 23, 2013 1:57 am; edited 1 time in total
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Re: An Abominable Antagonist

Post  Quietkal on Tue Jul 23, 2013 1:11 am

>reaction to d12 Special
As the skeleton is hit by the miniature sun, he lets out another massive laugh. The blue orb starts to respond, but instead just flickers briefly.
((0 damage to no one))


>interrupt d10 special
Suddenly the laugh shifts to a high pitched giggle, and the flames shift to a purple color and explode outwards, the sudden outburst temporarily blinding the fire creature.
((Phoenix is blinded until the end of his next turn))


((Specials occur after the talent resolves. Phoenix is put at -15 after the talent resolves. Therefore, Phoenix is at -26 at the end of your turn. This won't change much given you're about to Phoenix Rising the health back, but still.))


Last edited by Quietkal on Thu Jul 25, 2013 9:02 pm; edited 2 times in total
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Re: An Abominable Antagonist

Post  Curunir on Tue Jul 23, 2013 1:19 am

Zoo nodded as the skeleton reformed itself- she had expected that, particularly after how quickly it had fallen.  She panicked a little inside as Phoenix collapsed- but still managed to keep her head together and signal for a medic- a pony dashed out from hiding to tend to his wounds and guard him while he recovered.  "You don't have a monopoly on recovery- It'll be a long fight, and we'll see who is able to get back up more times."  she muttered.

Combat:
[-2(0)] Summon Guard-Medic (Conjure Warden) - Standard Utility
Conjure an allied Guard-Medic. It has the following stat-block.

Guard-Medic - 1 HP
Trait - Guardian
When a Guard-Medic is conjured, its conjurer chooses one creature for the Guard-Medic to guard. The chosen creature cannot be attacked..

[0] Battlefield Medicine- Standard Utility
The Guard-Medic grants you or target ally 1d8 HP.


A Guard-Medic is now protecting Phoenix.

Conjurations:
Bodyguard does 1d6 = 5 damage to Mr. Bones
Messenger grants 1 PIP to Sunny
Guard-Medic uses
[0] Battlefield Medicine- Standard Utility
The Guard-Medic grants you or target ally 1d8 HP.

to give 1d8 = 7 HP to Phoenix

Status:
HP 30
PIPS 3
Status: Fine
Resist 2 (Item-Full Plate)

Bodyguard may now be attacked
Messenger may now be attacked

Guard-Medic cannot be attacked until after its next turn

Phoenix cannot be attacked while the Guard-Medic lives.
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Re: An Abominable Antagonist

Post  Quietkal on Tue Jul 23, 2013 1:25 am

>reaction to bodyguard
Again, the skeleton laughs at the weak blow the bodyguard deals, and the blue orb again flickers without really doing anything.
((0 damage to no one))


Last edited by Quietkal on Thu Jul 25, 2013 9:03 pm; edited 2 times in total
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Re: An Abominable Antagonist

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