An Abominable Antagonist

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Re: An Abominable Antagonist

Post  ZamuelNow on Wed Jul 31, 2013 2:35 am

Turning to the fallen Dead Eye, Nurse Deadheart whispered something he could hear even though she wasn't immediately near him. "Remember a life worth fighting for."  The more severe burn marks started to heal themselves though many of the others still lingered.

Status and Actions:
[-2] Focus on My Voice (Deathly Vigor) - Minor Utility [Created by Silent Belle]
Target unconscious ally gains 2d10 temporary hp. The target may act as though it was conscious as long as it has temporary hp.

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

Dead Eye gains 15 temp hp
Dead Eye gains 9 hp

25 HP
4 pips
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Wed Jul 31, 2013 8:21 am

Storm Blade gritted his teeth, with this skeleton unleash wave after wave of fire after it was hit, he couldn't do anything. Meaning that currently, he was completely useless. He just hoped that the skeleton would unleash a proper attack or two. Something he could protect over people from to perform his duty.
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Re: An Abominable Antagonist

Post  Quietkal on Wed Jul 31, 2013 1:04 pm

The skeleton begins a fast paced dance, leaping here and there, the orbs attempting to directly strike any creatures they come near. They fail and only fly about the beast wildly.
((Blind prevented attack))

As Mr Bones nears Deadeye, it turns to face him and somehow breaths out a pungent cloud. Fortunately for the semi-reformed criminal, the skeleton misinterprets a rock as the intended target. The cloud billows outwards after contact and the surrounding rock is eaten away slightly.
((Blind prevented attack))

((Back around to Storm Blade))
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Wed Jul 31, 2013 1:34 pm

Storm Blade, frustrated by how he continuously failed to contribute to the team, fired of two bolts of lightning at the skeleton, which bounced over to Deadeye, healing and marking him. The first, stronger one jumped over to Nurse Deadheart to mark her once more before he threw his shield at the skeleton one more.

Just like last time, it was a perfect throw.

The edge of the shield slammed into the skeleton's skull, unleashing a burst of energy and matter. More than likely stunning the skeleton, while the matter gathered around Sunny Zoo and The Joy, making it impossible for them to be attacked for some time. Hopefully while the skeleton was out of commission, they would be able to take him down a peg or two.

Turn:
2x [-1] Draining Shield. 5+1 damage, Deadeye heals 6.
[+1] Shield Bash. 10 damage, stun, crit.
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Re: An Abominable Antagonist

Post  Quietkal on Wed Jul 31, 2013 1:46 pm

>react Draining Shields
The skeleton continues to laugh, and the orbs waver without creating more flame waves.
((Blind continues to block attacks))

>interrupt shield bash
The shield strikes the skull and stops its laughter, but bounces off at an accelerated velocity and strikes Storm on its return. The skeleton staggers back and forth as the orbs form mock stars around its head.
((Storm Blade stunned until the end of his next turn))
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Re: An Abominable Antagonist

Post  tygerburningbright on Wed Jul 31, 2013 3:19 pm

The Joy opens up with another series of burst fire shots at the skeleton. She then continues with yet another barrage of grenades pulled from hammer-space. While most are sent at the creature one more glass barrier grenade is thrown at the rest of the group.

Combat:

[-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.
Roll(5d12)+0:
10,12,9,7,2,+0
Total:40
crit

crush
Roll(1d12)+0:
6,+0
Total:6

Roll(3d8)+0:
1,1,8,+0
Total:10
IMTDT triggers twice
fool me twice is now on
crit
crush
Roll(1d12)+0:
2,+0
Total:2

Roll(1d10)+0:
2,+0
Total:2
re-rolling with inspiration

Roll(1d10)+0:
9,+0
Total:9
total 57 damage and 10 resist to Dead Eye

Pic Due to length only the first few were included but did hit all of the crits...

Stats:
HP 13
Pips 4
Status Bloodied/Double rolling
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Re: An Abominable Antagonist

Post  Quietkal on Wed Jul 31, 2013 5:01 pm

>death from 40 damage
The series of shots blows the skeleton apart, and while the bone fragments are still falling a new skeleton springs from a quickly spawned ring of purple light on the ground and into the hat. A fourth orb appears, as the others stop their wavering.

>react to crush 12
>react to crush 8
>react to 8 special
The skeleton's laugh begins anew, and the now steady orbs launch out multiple waves of fire, each slightly stronger than those before.
((3 attacks. all the same.))
((Storm Blade takes 2+2+2 damage))
((The Joy takes 4+4+4 damage is not attacked))
((Phoenix takes 4+4+4 damage))
((Sunny Zoo takes 4+4+4 damage is not attacked))
((Homing Pigeon resists))
((Dead Eye resists))
((Nurse Deadheart takes 1+1+1 damage, all taken from temporary, ends with 3 temporary health (rolled for increases, no luck) ))


Last edited by Quietkal on Fri Aug 02, 2013 6:36 pm; edited 1 time in total
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Re: An Abominable Antagonist

Post  Xel Unknown on Fri Aug 02, 2013 5:39 pm

Zero smiles. "Thanks for the Shield..." Then he fires off yet another super magical laser blast at Mr. Bones...

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.


1st 1D20 => 18 ; 17
2nd 1D20 => 19 ; 16
3rd 1D20 => 10 ; 14
4th 1D20 => 4 ; 9
5th 1D20 => 9 ; 1
6th 1D20 => 19 (because there's some type of reaction off specials) ; 20
7th 1D20 => 17 ; 15
8th 1D20 => 16 ; 7

18+19+14+9+9+19+17+16 =  121 damage in one attack. (boy do I just feel so OP right now)
status:
HP: 19
Pips: 1
Condition: Green
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Re: An Abominable Antagonist

Post  Quietkal on Fri Aug 02, 2013 6:22 pm

PCHOOOOOOOooooooooooooooooooooooooo
The concentrated light tears through the bone demon, and after the light fades there's again no evidence that the creature existed, besides a now somewhat singed top hat.
After a moment a new orb appears and the purple ring appears on the ground again, but there's something different about this time. Instead of dramatically bursting through with a leap, the creature just slowly rises. A heat emanates from it, and the skeleton speaks; the clacking bones putting unneeded emphasis to its words.
"You...you are much more annoying than the other were. I would have add you to the queue, but now I think I might...indulge."
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Re: An Abominable Antagonist

Post  A1C Bronymous on Fri Aug 02, 2013 8:09 pm

"Oooh, somebody's upset. Keep using that death beam on him, bet he'll just keep getting knocked down 'til he dies." Phoenix smirked at the hulking, heaving ossuary in a hat. He didn't quite like being outclassed by the pony with the equivalent of a vehicle-grade beam weapon, but if nothing else, it was doing the job, and that was fine. Might keep the skeleton's focus as well, and let the rest of the team catch breath and work on its weak points. Though, he certainly wouldn't admit the weapon was all that impressive.



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

HP: 10, Pips: 8, Status: Bloodied
If anyone is feeling healy or looking to drop a guardian on anyone, I'd be happy to accept.
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Re: An Abominable Antagonist

Post  Quietkal on Wed Aug 07, 2013 11:52 pm

Another guard leaps from cover and adopts a defensive stance near Dead Eye as Sunny Zoo signals the soldiers to fall back, their attacks only aggravating the situation. The medics continue their work, cautiously healing the commando and the Firagaean while keeping an eye on the creature.
Combat:
>Guard-Medic defending Dead Eye
>The Joy gains 2 hp from Guard-Medic (Zero One)
>Phoenix gains 3 hp from Guard-Medic (Dead Eye)
>Soldier does nothing
>Reserves 1 and 2 do nothing
>Homing Pigeon grants 1 energy
Status:
27 hp
5 energy

Guard-Medic (Dead Eye) can't be targeted.
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Re: An Abominable Antagonist

Post  Dusk Raven on Thu Aug 08, 2013 12:22 am

"A life worth fighting for, huh..." Dead Eye pondered Nurse Deadheart's comment as he slowly got back to his feet, taking up his rifle again. "That's a life I don't have... but other ponies do. And I'm ready to fight... even if it's for a death worth dying for." With that, he took up his flare gun and gave another shot at Mr. Bones.

Action:
Gain 2 PiPs at start of turn

[+2] Flare Gun (Psychic Anomaly) - Standard Utility
You and target enemy suffer vulnerability 4 (save ends).
Status:
HP: 15
Temp HP: 15
PiPs: 4
Status: Cannot be attacked, Bloodied
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Re: An Abominable Antagonist

Post  ZamuelNow on Thu Aug 08, 2013 4:08 pm

With the situation mostly stable, Nurse Deadheart set about healing herself and Phoenix while preparing for any incoming attacks.

Status and Actions:
[+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] Soul Osmosis (My Life is Yours) - Minor Utility
Pay 5 hp. Target creature gains 9 hp.

Regen 4
Phoenix is healed 9 HP

24 HP
4 pips
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Re: An Abominable Antagonist

Post  Quietkal on Thu Aug 08, 2013 4:57 pm

The skeleton begins the fast paced dance again, making quick soft leaps to and fro between the fallen back creatures. The fire spheres orbit him swiftly and strike the creatures as he passes, forming small explosions as they contact the soldiers and bird.
((Multi-target attack))
((Soldier dies))
((Guard-Medic (Zero One) dies))
((Reserve dies))
((Reserve dies))
((Homing Pigeon dies))


He ends his dance with a powerful leap, landing before the now exposed golem. The ground shudders and collapses beneath the golem and those near him, upsetting their footing and seriously setting back their preparedness.
((Multi-target))
((The Joy dazed and weakened until the end of Mr Bones' next turn.))
((Zero One dazed and weakened until the end of Mr Bones' next turn.))
((Phoenix dazed and weakened until the end of Mr Bones' next turn.))


He stands over the now exposed golem, letting loose a deep breath that attempts to expand, but remains only on the golem.
((Surprisingly single-target attack))
((Zero One loses 3 life and suffers Decay (save ends) ))

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

((Back to stunned Storm Blade. And yes, I did just daze over a Gather Energy. >:3))
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Re: An Abominable Antagonist

Post  ZamuelNow on Thu Aug 08, 2013 5:53 pm

Sensing the plague of decrepitation placed upon the golem, Nurse Deadheart chose to pull the curse into herself.

Interrupt:
[-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.

Zero One is no longer affected by Decay
Nurse Deadheart is now affected by Decay (save ends)

24 HP
3 pips
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Re: An Abominable Antagonist

Post  tygerburningbright on Sat Aug 10, 2013 9:39 am

The Joy finding herself significantly weaker after that last attack attempts to reassess the situation of the battle now that the creature was enraged.

Combat:
[+6]Reformulate plan (Grab For Power) - Standard Utility
Lose 1d8 Pips.
Roll(1d8)+0:
1,+0
Total:1
lose one pip gain one pip double roll next turn


Stats:
HP 15
Pips 10
Status bloodied double rolling all moves on.
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Re: An Abominable Antagonist

Post  Fury of the Tempest on Sat Aug 10, 2013 10:22 am

Storm Blade managed to shake of his ringing head, only to grimce at how it had changed. "Everyone, listen up." Storm Blade said, keeping a wary eye on skeleton. "I've figured out a pattern to its moves. You might know it, and now I'm speaking it might change it, but I'm gonna speak. Whenever you stun, blind, daze., etc. It reflects it back, ewhenever you you strike an attack more than once, it unleashs those fire waves. So be careful with what you do."
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Re: An Abominable Antagonist

Post  Xel Unknown on Mon Aug 12, 2013 10:42 pm

"Whatever... Most of that doesn't mean anything to me. I'll just keep to blasting this thing till it stops moving." Zero One states with a laugh as he starts charging up his magics again...

combat actions:
[+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: 7
Condition: 4 vul & Dazed
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Re: An Abominable Antagonist

Post  A1C Bronymous on Mon Aug 12, 2013 11:26 pm

Phoenix, his approach ruined by the broken ground... waits, allowing everything to settle, not taking his eye off the big dumb skeleton.


Best tactical action:

Phoenix delays his actions until the end of the round. This will allow him to move after the daze and weakness wear off on Bone's turn.

I know this works, I've seen it happen on two occasions, and though it isn't explicit in the rule book, the Devs have stated it's a legitimate tactic. It's up to the DM, though, if the delay lasts only for this round, or if my initiative is permanently moved to last place in the order.
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Re: An Abominable Antagonist

Post  Quietkal on Sun Aug 18, 2013 1:39 am

Distracted by the great loss of nearly the entirety of her forces, Sunny Zoo manages little but call a new guard-medic from the shadows, who takes the place of his fallen brethren near the golem.
It would seem our strength is inadequate, and thus we must defend.
((Summon Guard-Medic (Zero One) ))
((Guard-Medics heal: 2+4, total 6 to Zero One))
Status:
27 hp
5 energy
Dead Eye can't be attacked while Guard-Medic (Dead Eye) persists
Zero One can't be attacked while Guard-Medic (Zero One) persists
Guard-Medic (Zero One) can't be attacked

((Spectral Wardens will transition to their current version at the beginning of their next turn, at which point their ability to infini-shield severely degrades due to not being able to force target.))
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Re: An Abominable Antagonist

Post  Dusk Raven on Sun Aug 18, 2013 1:01 pm

Wiping blood out of his eye, Dead Eye took aim once more. For whatever reason, pain and adrenaline gave him clearer aim than normal. It was times like these he lived for, when a particularly troublesome beast had him nearly defeated.

Nearly.

The result was a powerful blast from his elephant gun that shook Dead Eye violently from the recoil - and had an even more devastating effect on the skeleton.

Action:
[-3] Desperation Shot (Furious Rage) - Standard Attack
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.

Damage: 3d12 + 7d6 + 7.
Rolls: 9 + 12 + 2 + 6 + 6 + 1 + 2 + 3 + 3 + 6. + 7 = 57

SPECIAL! 12: Blind target enemy and it suffers vulnerability 3 and 5 ongoing damage (save ends all)

N.B. - Enemies receive -3 to saving throws again Dead Eye's status effects.

Status:

HP: 15
Temp HP: 15
PiPs: 1
Status: Bloodied, can't be attacked, vulnerability 4.
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Re: An Abominable Antagonist

Post  Quietkal on Sun Aug 18, 2013 1:19 pm

The large shot plows a hole through the skeleton's chest, throwing bone shards across the room and causing the skeleton to stagger about.
((Bloodied))
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Re: An Abominable Antagonist

Post  ZamuelNow on Sun Aug 18, 2013 9:29 pm

Nurse Deadheart briefly shudders and turns pale as the curse washes over her.  Recovering, she turns her gaze to Phoenix, noticing his delay and giving a subtle smirk as she wondered what he was up to.

Status and Actions:
Gains 1 pip
Saves against Decay
Regen 4

[+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.

Phoenix gains 10 HP

Saves against all three parts of Dark Bargain

28 HP 24 HP
10 pips

End of turn save against Decay


Last edited by ZamuelNow on Sun Aug 18, 2013 11:07 pm; edited 2 times in total (Reason for editing : Dirty skeleton diseases...)
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Re: An Abominable Antagonist

Post  Quietkal on Sun Aug 18, 2013 10:54 pm

>reacting to Decay being removed
As the curse washes past the Nurse, the skeleton waggles a bony finger and says "Ah ah ah!", and she feels it come upon her again.
((Nurse Deadheart subject to Decay (save ends), prevents regeneration))

((Make an end of turn save throw against it, at her usual +3 bonus. If this would change your turn, make a post on OOC before editing.))
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Re: An Abominable Antagonist

Post  Quietkal on Sun Aug 25, 2013 6:16 pm

Mr Bones leaps into the air, attempting another crushing landing. However, such was the force from the elephant gun that one of its legs is left behind, and it ends up completely missing everything, landing alone with a thud.
((Blind prevented attack))

A direct result of the impact, the ground cracks and dramatically lifts beneath the pony criminal, throwing him and those near him off-balance.
((Guard-Medic (Dead Eye) is dazed and weakened until the end of Mr Bones' next turn.))
((Dead Eye is dazed and weakened until the end of Mr Bones' next turn.))
((Nurse Deadheart is dazed and weakened until the end of Mr Bones' next turn.))


The skeleton limps back up, haphazardly balancing on the one good leg it still has attached. It doesn't seem particularly worried by that fact.
((Phoenix's turn.))
((Dice almost continued to daze Phoenix.))
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Re: An Abominable Antagonist

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