An Abominable Antagonist

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Re: An Abominable Antagonist

Post  Dusk Raven on Tue Jul 23, 2013 1:48 am

Dead Eye was a tad surprised at Pheonix's apparent burnout, but it didn't stop him from finishing his observations of the skeletons and firing off a snap shot with his elephant gun - even without aiming properly, the gun would be sure to inflict tremendous damage on whatever it hit. Ignoring the flames which scorched his fur and flesh, he let a little pained grin slip across his face as he fired. He knew it would probably result in him getting burned again, but hey - at least it would be the fight of his life.

Actions:
Beginning of turn - gain two PiPs from items and trait

[0] Predator’s Sight - Minor Utility (item talent)
Choose a creature. That creature becomes your Prey until the end of the battle or until you use this talent again. Once per round, when you make an attack against that creature, you may have that attack deal +3d6 damage to that creature.
Target: Mr. Bones

[-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.
Target: Mr. Bones, again
Dice: 1d4 + 6d6 (Berserker's Rage + Predator's Sight) + 3 (Duelist, Master Duelist), 1s rerolled due to Unacceptable
Damage: 1 reroll result: 4, Mr. Bones suffers Vuln 1 to Dead Eye's attacks until the end of my next turn + 5 + 5 + 6 + 5 + 5 + 6 + 3 (duelist) = 39 (Those are really the results, I swear!)
Status:
HP: 22
PiPs: 1
Condition: Vulnerability 4
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Re: An Abominable Antagonist

Post  ZamuelNow on Wed Jul 24, 2013 10:22 am

Turning to the one called Phoenix, Nurse Deadheart briefly winced in pain.  Focusing her gaze upon him, Phoenix's wounds started to repair on their own.

Actions and Status:
Two standards from previous turn
[+4] Inner Turmoil (Dark Bargain) - Standard Utility
[+2] Healing Salve - Standard Utility

Phoenix heals for 10
Saving throws: saved against ongoing damage and damage penalty
Suffering vuln 2 (save ends)

30 HP +3 Temp HP
11 pips
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Re: An Abominable Antagonist

Post  Quietkal on Thu Jul 25, 2013 9:39 pm

Breaking its dance, the skeleton reaches out to strike the golem, but instead strikes the ground at its feet due to the smoke in its eyes.
((Blind prevented attack.))

It shakes and shudders in surprise, before quietly collapsing into a pile. Another ball of blue fire begins circling the top hat.

((Back to Storm Blade, who's stunned until the end of his turn.))
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Thu Jul 25, 2013 9:46 pm

Storm Blade quickly managed to throw of the despair, which got replaced by rage at being effect by the skeleton in such an emotional way. He hated having his emotions manipulated by magic. The shrouds around Nurse Deadheart and Deadeye fading, as did his mark on Sunny Zoo. However, he felt his defenses bolstered thanks to the aftereffects of the golemn's laser, and he had recovered energy even when stunned, so he was ready to defend.
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Re: An Abominable Antagonist

Post  tygerburningbright on Thu Jul 25, 2013 11:11 pm

The Joy doesn't pause for a moment when the creature falls apart again. Immediately she runs straight at the skeleton and picks up most of the body and slams it with all of her strength directly onto the top hat and fire ball. She then follows up by throwing a pair of grenades pulled out from hammer-space. Unfortunately one is a dud but the other does explode properly.

Combat:
[+1]Allow Opening (Douse in Blood) - Minor Utility
You lose 5 hp.
not blocking
[-5]Ground Slam (Eviscerate) - Standard Attack
Deal 3d8 damage to target creature. If you are bloodied, deal 5d8 damage to that creature instead.

Roll(5d8)+0:
7,7,8,1,3,+0
Total:26
gain pip and double roll next turn
crit and crushing blow activate

Grenade (Crushing Blow) - Reaction
Trigger - You trigger your special move
Effect - Deal 1d12 damage to target creature
Roll(1d12)+0:
2,+0
Total:2

8: Deal 1d10 damage to target creature.
Roll(1d10)+0:
9,+0
Total:9
37 total damage
Pic

Stats:
HP 13
Pips 2
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Re: An Abominable Antagonist

Post  Xel Unknown on Thu Jul 25, 2013 11:37 pm

Zero-One smirks. "Oh, some smoke in your eyes trip you up? Well here, let me shed some LIGHT for you to see!" Then the Golem jumps onto the creature's bony skull and blasts a powerful blot of light point blank in it's face.

Combat Talent:
[+1] Flash-Bang Blast (Radiant Blade) - Standard Attack*
Deal 1d8 damage to target creature. If you roll a 6 or higher, that creature is blinded until the end of your next turn.

1d8 => 8... Wow, and this time I didn't use rolz...

Mr. Bones will still be blinded until the end of my next turn, and it MUST attack me too. XD
status:
HP: 30
Pips: 2 (thank you rabid recovery!)
Condition:  5 Resist till end of next turn, Must be attacked next turn by enemy.
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Re: An Abominable Antagonist

Post  A1C Bronymous on Fri Jul 26, 2013 12:27 am

A few miscues so far, and Phoenix couldn't quite see the skeleton to keep hitting it. He could hear it go down a second time, though, and the subsequent action by what he assumed was his allies. As good a time as any to regroup and come back strong. He readies himself again, allowing his energy to return, and shaking the residual effects away.

Spoiler:

Gather Energy, I'll hold off on the damage until I can definitely hit him (or just watch as he goes down before I get another shot at him, at this rate).

HP: 17
Pips: 1
Status: None
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Re: An Abominable Antagonist

Post  Curunir on Fri Jul 26, 2013 1:59 am

Another guardspony appeared and helped the other and Nurse Deadheart tend to Phoenix- although this one kept an eye on the air, ready to provide cover for Zoo's pigeon.  Zoo held a hoof up, motioning for her bodyguard to stand down from attacking for now- so as to not provoke the response it offered to previous ineffective attacks- a response that might not be as harmless this time.

Combat:
Summoning another Guard to protect the Messenger.

Guard 1 and Guard 2 healing Phoenix

2d8 = 3 + 5 = 8 healing

Bodyguard does nothing

Messenger grants 1 PIP

Status:
HP 30
PIPS 4
Status: Fine (Resist 2 from item)

Phoenix still can't be attacked (but his Guard now can be)
Guard 2 cannot be attacked (Cutscene immunity)
Messenger cannot be attacked (Protected by Guard 2

"The Joy":
Don't forget your Inspiration!  Usable once per turn for the rest of the battle!  (Please do use it when possible, on the off chance you get a critical- which would grant me one as well with Warlord's Special (Since it is, indeed, a talent I granted you ( 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.)
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Re: An Abominable Antagonist

Post  Quietkal on Fri Jul 26, 2013 2:27 pm

The pile of bones is knocked about by the blows and explosions, but otherwise remains still. The skull doesn't react to the burst of light, though it does seem slightly singed.
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Re: An Abominable Antagonist

Post  Dusk Raven on Fri Jul 26, 2013 4:04 pm

Deadeye reloaded his elephant gun and regarded the pile of bones with a look of trepidation. He wasn't even sure where to aim, or if damaging it would just cause a counterattack. But at last he readied his rifle, aimed down the sights at the top hat, and fired. Death or glory.

Actions:
Beginning of turn - gain two PiPs from items and trait

Minor Action: Swap out Hunter’s Focus (Berserker’s Rage) for Survival Skills

[-3] Sniper Shot (Exploit Weakness) – Standard Attack
Deal 2d8 damage to target creature. If that creature is suffering from vulnerability, deal 3d8 damage to it instead.
Target: Mr. Bones
Dice: 3d8 + 7d6 (Berserker's Rage + Predator's Sight + Sneak Attack) + 3 (Duelist, Master Duelist) + 1 (vuln), 1s rerolled due to Unacceptable
Damage: 5 + 4 + 2 (Sniper Shot) + 5 + 4 + 5 + 6 + 5 + 3 + 5 (assorted d6s) + 3 (duelist) + 1 (vuln) = 48
Status:
HP: 22
PiPs: 0
Condition: Vulnerability 4
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Re: An Abominable Antagonist

Post  ZamuelNow on Fri Jul 26, 2013 4:58 pm

The skeleton's inaction was worrisome.  Nurse Deadheart could tell that something was amiss but did not know what.  Perhaps it would be best to end things now.  Turn to look at Zero One, she calmly spoke to the pony golem.  "My power is your's to wield.  Use it wisely."

Status and Actions:
[+3] Mind-Channel - Standard Utility [2/Battle]
Target ally can use one of their (-) talents as a free action. They spend your pips instead of their's to pay the talent’s pip cost.

Zero One may use a single (-) talent as a free action, spending Nurse Deadheart's pips
Saves against vulnerability
30 HP +3 Temp HP
14 pips
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Re: An Abominable Antagonist

Post  Xel Unknown on Fri Jul 26, 2013 5:19 pm

(OOC: I do hope this doesn't end the fight... I mean Bronyomous has some cool battle-plan that I'd like to see. Would )

"I was hoping you of all ponies might be able to do a trick like that..." Zero-One mused as he quickly surged with power and fires off for the second time another super-laser blast at the enemy.

free combat action:
[-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.

8D20 => [ 20 +2 +5 +13 +17 +15 +14 +1 ] = 87 + 3(expert duelist) = 90 total damage #Super-Laser Magic

1 nat-20 = All specials trigger:

8: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn. (Already triggered this round, nothing special happens)
10: Up to two target allies cannot be attacked until the end of your next turn. (Only ponies worth targeting because of my turn is going to happen quite quickly are Storm Blade and The Joy... That'll at least make them unable to be hit by Innterupts or Reaction attacks.)
12: Halve all damage target ally takes for the rest of the battle. (Ally targeting will be Dead Eye for he got's Self-Vul on himself)
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Re: An Abominable Antagonist

Post  Quietkal on Fri Jul 26, 2013 6:15 pm

The bones are scattered from the laser blast, but nowhere near the decimation of the first shot. They begin shaking, before rapidly flying through the air and forming the standing skeleton again. It doesn't seem very steady, but seems more than slightly energetic; the disconnected bones vibrating in the air. Red lights shine where it would have eyes, and it seems to have no problem seeing where you are.
((Bloodied))
Not even attempting to dance, the behemoth leaps towards Zero One, landing with its full weight onto the golem and sending out shock waves to the already unsteady Firagaean next to him.
((26 damage to Zero One, before Resist. This is an attack.))
((Whoops, Phoenix can't be attacked.))

((Back to Storm Blade))


Last edited by Quietkal on Sat Jul 27, 2013 1:02 am; edited 1 time in total
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Fri Jul 26, 2013 7:42 pm

+3 Bunker Down.
2x -1, Draining Shield. 7+1 damage, Zero One gains 8 life.

Sunny Zoo, Nurse Deadheart and Deadeye marked.


Last edited by Fury of the Tempest on Sat Jul 27, 2013 8:00 am; edited 2 times in total
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Re: An Abominable Antagonist

Post  tygerburningbright on Fri Jul 26, 2013 9:08 pm

The Joy disengages from close quarters combat with the skeleton and makes a tactical retreat. She sends the messenger pigeon with the signals Requesting medical support.. As this happens she covers herself by throwing a set of grenades directly at Bones and throws a glass grenade at zero/one that releases a hexagonal barrier along with a brief wave of magical energy that increases the energy of all effected by it.

Combat:

Leaving Blood weapon
[+6]Reformulate plan (Grab For Power) - Standard Utility
Lose 1d8 Pips.
Attempting to block
repeat 2 1D12 => 7 ; 11
5 and 9 after minus
useing inspiration because why not
repeat 2 1D12 => 5 ; 12 #inspiration
3 and 10 after minus taking 10 and crit Sunny gets a D12 crit to I think due to warlord special

Crushing blow
repeat 2 1D12 => 11 ; 3 #crush taking 11

12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies may use any combat talent that you possess - even if you did not select it for this battle.
repeat 2 3D8 => [ 1 +5 +5 ] = 11 ; [ 2 +8 +5 ] = 15 #Crit
taking the 15 on 0/1 I guess and everyone except 0/1 gets to use all of their moves
crit

crushing blow repeat 2 1D12 => 3 ; 5 #crush taking 5
8: Deal 1d10 damage to target creature.
repeat 2 1D10 => 8 ; 7 #crit taking 8

total damage 24 resist 15 on 0/1 everyone except 0/1 can use any of their moves not that bad of an off turn.

Stats:

HP 15
Pips 8
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Re: An Abominable Antagonist

Post  Quietkal on Sat Jul 27, 2013 1:11 am

The skeleton collapses from the first blow, before immediately rising into the second as a third blue orb begins orbiting the creature. He laughs at the weak blow, and the blue orbs emit rings of fire, which combine into a medium sized wave of fire which washes over everything.
((Zero One resists))
((Deadeye takes 2 damage, 1.5 rounded up.))
((Sunny Zoo takes 3 damage))
((Guard-Medic (Phoenix) dies))
((Bodyguard takes 3 damage))
((Nurse Deadheart resists and gains 6 temporary hitpoints))
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Re: An Abominable Antagonist

Post  Quietkal on Sat Jul 27, 2013 11:50 pm

The skeleton laughs as the grenades explode; the orbs create more waves of fire. (2 attacks, combined totals shown)
((Zero One resists))
((Deadeye takes 4 damage))
((Sunny Zoo takes 6 damage))
((Phoenix takes 6 damage))
((Bodyguard takes 6 damage))
((Nurse Deadheart resists))
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Re: An Abominable Antagonist

Post  Curunir on Sun Jul 28, 2013 12:31 pm

Sunny nodded as she received the message.  She would see to that momentarily- but for now, she had a small opening to take advantage of.  At her signal, a soldier jumped in front of Phoenix, providing him some temporary protection, and threw a javelin at the skeleton.

Critical/Responses:

Triggering off of "The Joy"'s critical caused by Inspiration using Warlord's Special:
12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies gain access to all their combat talents, instead of just the ones they selected for this battle

(8 + 1 + 3)= 12 Resist to Phoenix (won't matter too much since my turn is soon, but you never know)
Everyone can use all their combat talents now (most of us already could after The Joy's 12 special.)

8: Deal 1d10 damage to target creature.

8 - 2 (pacifism) = 6 damage.

Eh, why not following the death of the guard-medic.
        [0] Summon Reserves (Conjure Spirit Fragment) - Reaction [5/Battle]
        Trigger - A conjuration you control dies.
        Effect - You conjure an allied Reinforcement with the following stat block.

Status:
To help me keep track

HP: 27 (3 attacks of 3 damage resisted by 2 = 3 damage)
PIPS: 4
Status: Fine, Resist 2 (Item), Access all talents

Bodyguard:  6 HP
Messenger:  Fine, protected
Guard-Medic (Messenger) Fine, protected until end of its next turn
Reserves: Fine, protected until end of its 2nd turn
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Re: An Abominable Antagonist

Post  Quietkal on Sun Jul 28, 2013 2:15 pm

The skeleton laughs as though tickled by the javelin, and the orbs spit yet another fire wave.
((Zero One resists))
((Phoenix resists))
((Sunny Zoo takes 3 damage))
((Energy Spark dies can't be targeted until the end of its second turn.))
((Bodyguard takes 3 damage))
((Deadeye takes 2 damage))
((Nurse Deadheart resists))
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Re: An Abominable Antagonist

Post  Xel Unknown on Tue Jul 30, 2013 3:33 pm

Zero One then does a powerful surge of magics, clearly building up to do another of his super-blasts.

combat turn:
[+4] Magic Surge (Trance) - Standard Utility
You suffer vulnerability 4 until the end of your next turn.

[+1] Targeting Program Engage (Redirect Focus) - Minor Utility
You are dazed until the end of your next turn.
status:
HP: 19
Pips: 8
Condition: Dazed and Vul 4 (till end of next turn)

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Re: An Abominable Antagonist

Post  A1C Bronymous on Tue Jul 30, 2013 5:10 pm

I like how Trance and Redirect Focus are the new staple pip build combo.


Phoenix brushes off the confusion and chaos of everything going on around him, as well as the few blows taken, and assistance received. Despite the interruption of his earlier trick, he was still able to pull off stage two of his regeneration now, the excess of which washed over his nearest allies, boosting them as well. He keeps the colossal skeleton in sight, and when he sees his chance, he charges. He closes and begins striking at the monster, two knives in hand, jumping and clinging to various bones fro an advantage. As the first blow connects, punctuated by a flash of fire, the knife is jammed into a joint in the bones. As the second knife hit, it too comes away, and a third appears, replacing the first, striking another point. One last knife, plunged directly into the neck's vertebrae, and then, unarmed, Phoenix finishes his barrage by jumping away from the skeleton, four razor thin lines trailing behind him, connected to the Knives. With a solid flourish, he yanks them, and the pommel of each knife clicks free- and in turn, each knife detonates, shrouding the skeleton in an explosion.

Combat:

1st Standard, 1 Pip
[+3] Curaga – Standard Utility [1/Battle]
You and up to five allies gain 2d8 hp.
Targets: Phoenix, Deadeye, The Joy, Zero One
6+3=9 HP

2nd Standard, 4 Pips
[+4] Remember Me? - Standard Attack [1/Battle]
Deal 4d10 damage to target creature.
Target: Bones
Rolls: 10+5+5+6= 26 Crit

Special Ability, Coronis
10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.
Rolls: 5+2= 7

[-1] Fast-Strike - Reaction Attack [1/Battle]
Trigger - You take a Standard Action.
Effect - Deal 1d10 damage to target creature.
Roll: 2

Totals: Phoenix and Friends gain 9 hp. Bones takes 35 damage, blinded.
HP: 28, Pips: 7, Status: none
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Re: An Abominable Antagonist

Post  Quietkal on Tue Jul 30, 2013 10:29 pm

>interrupt Coronis
The fireball explodes again in a deep purple, the dark magics turning the blinding fire against its creator.
((Phoenix blinded until end of his next turn))

>react Coronis
The skeleton stumbles and laughs inside of the fire as the orbs waver and attempt to launch out flame waves, but don't quite resonate like they have and fail.
((Bloodied))
((Blind prevented attack))


>react fast strike
As the creature continues to laugh, the orbs continue to waver, before matching and launching out another cascade of fire.
((Storm Blade resists))
((The Joy takes 3 damage))
((Zero One resists))
((Phoenix resists))
((Sunny Zoo takes 3 damage))
((Bodyguard takes 3 damage))
((Dead Eye takes 2 damage before Vuln))
((Nurse Deadheart resists))
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Re: An Abominable Antagonist

Post  Curunir on Wed Jul 31, 2013 1:41 am

Sunny Zoo was a flurry of movement as her head twitched constantly to face different directions to survey the battle, her hooves a colorful blur as she directed her soldiers with a pair of signaling fans, her messenger bird circling around the whole battlefield constantly.  She paused for but a moment as her personal guard collapsed following the skeleton's latest burst- prompting a couple more soldiers to burst from hiding to attack- but got moving again to signal a medic to see to him.  She let out a brief sigh of relief once informed he would be fine, should they leave victorious.  For now, there were others to tend to, and she let one of the medics tend to her own wounds while signalling another to see to Deadeye before going off to protect Zero One.  

Combat:

Bodyguard drops to zero HP so:

Medic! (The Spirit Lives On)
Prerequisite: Bodyguard (Conjurer’s Pet)
Your Bodyguard gains the following trait.
Trait - Medic! (The Spirit Lives On)
When Bodyguard is destroyed you may immediately use the Summon Guard-Medic (Conjure Spectral Warden) combat talent without paying its pip cost, even if you do not know that talent.

Guard-Medic is summoned to protect Zero-One

and 2nd/5 use of Reserves

using for standard action

[-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.

Messenger grants 1 pip

2 Guard-Medics heal Sunny Zoo for 4 and Deadeye for 2

2 Reserves do 1 damage each to Bones

Soldier does 6 damage to Bones

Status:
HP: 29
PIPS: 4

Messenger: Protected
Guard (Messenger) - Unprotected
Reserves 1 and 2:  Protected until end of their next turn.
Guard (Zero One) - Protected until end of its next turn
Soldier- Protected until end of its next turn, 1 PIP,
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Re: An Abominable Antagonist

Post  Quietkal on Wed Jul 31, 2013 1:57 am

>react to reserves and soldier
The skeleton laughs as the small creatures strike him, and the orbs waver and manage two waves of fire.
((Blind prevented attack, 2 attacks got through, damage from each is shown as attack1 + attack2))
((Storm Blade resists))
((The Joy takes 3+3 damage))
((Phoenix takes 3+3 damage))
((Sunny Zoo takes 3+3 damage))
((Guard-Medic (Pigeon) takes 3 damage and dies))
((Dead Eye takes 2+2 damage before Vuln))
((Nurse Deadheart resists))


Last edited by Quietkal on Wed Jul 31, 2013 2:44 pm; edited 1 time in total
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Re: An Abominable Antagonist

Post  Dusk Raven on Wed Jul 31, 2013 2:14 am

Dead Eye cried out as wave after wave of fire hit him before he could dive for cover. After the third hit, he lay still, rifle still pointing at Mr. Bones.

"That was a good one..."

Status:
HP: -5
PiPs: 0
Status: Unconcious
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Re: An Abominable Antagonist

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