Grand Line Adventures IC - Part 2

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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Fri Jun 28, 2013 6:27 pm

Zarhon wrote:Shallow slowly pulls out his spade. "Pons? I tink' I mite need a hoof very soon...." he says, as he prepares for a confrontation.

He also pulls out the strange, highly intoxicating drink he got from the self-passed-out bartender from yesterday, uncorks it, then attempts to sprinkle the small plants roots with some of it from a distance, or failing that, semi-gently tossing it towards whatever would equate to the "mouth" of the plant creature, so that it would "swallow" it and its liquid contents.

Athletics:
If the plant(s) tries to attack me or initiate combat, to use my spade / strength / DF powers to toss it away as far as I can into the pool with the turtles.
17 + 18 = 35 (+5 if FK - "Uplifiting creatures" counts via rule of funny Razz)
Initiative:
For if/when combat starts.
d20 = 6

Somehow for some reason the drink reacts quite violently with some chemical or compound in the plant's "Mouth". In a matter of moments the plant bursts into flame. While the plant makes no noise the light from the fire does catch the attention of the other plants and they start grouping up...

Everyone else might want to roll for initiative...
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Re: Grand Line Adventures IC - Part 2

Post  Xel Unknown on Fri Jun 28, 2013 6:49 pm

"Awww... And I was just about to jump and build me that raft... Made the plans up in my mind." Boomer laments.

combat data:
Initiative: 1D20 => 4

Combat Talents:
[+4] Powder Keg Flare (Trance) - Standard Utility
You suffer vulnerability 4 until the end of your next turn.

[+1] Drop-Da-Bomb (Piercing Shot) - Standard Attack
Deal 1d8 damage to target creature. This attack ignores resistance.

[-1] Weapon Left (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.

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

[-9] Combat Mode Shift (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.

Items:
Armor:
Energy Amulet (Armor of Energy Storing) - 1000 Gold
You do not lose your pips when you fall unconscious.
Trinkets:
Power-Bomb Core 2.0 (Amulet of Adrenaline) - 5000 Gold [Created by LoganAura]
You begin battles with 7 pips instead of 4.
status:
HP: 30
Pips: 7
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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Fri Jun 28, 2013 7:34 pm

"You can still build the raft once we're done," Sixty-Two said in his most placating voice, drawing out his book.

Combat Data:
Initiative: 9

Moves:

[+3] Read Their Body Language (Deathwatch) - Standard Utility
You learn target creature’s current hp.
[+3] Speedread (Quicken) -Standard Utility
Move up one place in the initiative order.
[+2] Arcing Bolt - Standard Attack
Deal 1d6 damage to up to three target creatures.
[-1] Sheltering Winds (Caltrops) - Minor Utility
Until the end of your next turn, any creature that attacks you suffers 1d4 damage.
[-7] Blossoming Flare (Frostfall) - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

Items

A Helper Two Dimensions to the Right (Fire Mines) - 2500
Weapon
Twice per battle, you may use the following combat talent.
[+2] Cover Them! - Standard Utility [2/Battle]
Choose yourself or an ally. The next time a creature makes a single-target attack against the chosen creature - the attacking creature takes 1d12 damage.

Ares’s Armor (Hellspike Armor) - 3000
Armor
You may use the following combat talent.
[-1] Strikeback - Reaction Attack
Trigger - An enemy deals damage to you.
Effect - Deal 2d6 damage to the triggering enemy.

Memory of a Crest-Shaped Necklace
(Amulet of Protection) -500
Trinket
You begin the battle with 4 temporary hp.
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Fri Jun 28, 2013 8:17 pm

Shallow blinks at the drastic chemical reaction. "Didn't expect dat' ta' occur. Guess dey' don't call it firewater for noting'. Crazy plants dese' be', ta' not fear fire an' flames.", he says, as prepares himself for combat.

Shallow's Combat stuff:

Initiative: 6

Combat Talents

[+2] Celestia’s Light - Standard Utility
All allies gain 3 temporary hit points.

[+1] Demand Duel - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

[-2] Blink - Interrupt Utility
Trigger - An enemy targets you with an attack.
Effect - Flip a coin. If heads, you are not affected by the attack. If tails, gain 5 temporary hp.

[-3] Not Compensating For Something - Standard Attack
Deal 1d20+1d8 damage to target creature. If you roll a 20 on your d20, you may activate all three of your Special Move Features.

[-5] Conjure Spectre - Standard Utility
Conjure an allied Dark Spectre. It has the following stat block:

Dark Spectre - 10 HP
Trait - Midnight Haunting
All enemies suffer a -1 penalty to saving throws.
Trait - Spectral Possession
When the Dark Spectre is destroyed, target creature is dominated by you until the end of its next turn.
[+1] Spook – Standard Attack
Target creature suffers a -2 penalty on its damage rolls (save ends).
[-1] Deathwish - Standard Attack
Target creature must attack the Dark Spectre on its next turn if able.

[-7] Granite Axe – Minor Utility
You conjure a Granite Axe in your hands. You can dismiss the Granite Axe as a free action. While you are wielding a Granite Axe, you cannot use your other combat talents. Instead you may use the combat talents below.

Trait - Stone Skin
You have resist 1. If you already have resistance, increase that resistance by 1.
[+3] Earth’s Embrace – Standard Attack
Target creature takes 3 damage and you gain resist 2 until the end of your next turn.
[+1] Strength of Stone – Standard Attack
Deal 1d8+X damage to target creature, where X is the number of temporary hit points you have.
[-1] Stone Strike – Standard Attack
Roll 2d4. Deal that much damage to target creature and you gain that many temporary hit points.
[-2] Grasping Granite - Reaction Attack
Trigger - An enemy deals damage to an ally,
Effect - Deal 2d8 damage to the triggering enemy and that enemy is weakened (save ends).
[-4] Earthquake - Standard Attack
Deal 2d10 damage to up to six enemies. Those creatures cannot attack your allies until the end of your next turn. The Granite Axe vanishes.

Combat Items

Gravedigger’s Shovel ( Oversized Sword ) - 1500 Gold
Weapon
You may use the following combat talent:

[-3] Not Compensating For Something - Standard Attack
Deal 1d20+1d8 damage to target creature. If you roll a 20 on your d20, you may activate all three of your Special Move Features.

Voodoo Spirit Charm ( Armor of Energy Storing ) - 1000 Gold
Armor
You do not lose your pips when you fall unconscious.

Golden leg-rings ( Ring of Resilience ) - 500 Gold
Trinket
You gain a +3 bonus to saving throws.

Pouch o’ Dirt ( Talisman of Weapons ) - 1000 Gold
Trinket
Once per battle, if you possess a Conjure Weapon combat talent, you may reduce the cost of the Conjure Weapon talent by 3 pips. This cannot reduce the cost to below 0.

Traits

Rapid Recovery
At the beginning of your turn, if you have less than 4 pips you gain 1 pip.

Special Ability

Be Prepared
8 on d8: Deal 1d10 damage to target creature.
10 on d10: Target creature gains 2d12 hp.
12 on d12: 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.

Status
HP: 30
Pips: 4 (+1 if less than 4 each turn)



Last edited by Zarhon on Fri Jun 28, 2013 9:31 pm; edited 1 time in total
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Fri Jun 28, 2013 8:50 pm

While Shallow manages to remove the burning plant the remaining five ready themselves for the hunt...
Initiative
Total:7
Total:16
Total:17
Total:10
Total:20
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Re: Grand Line Adventures IC - Part 2

Post  Lyntermas on Sat Jun 29, 2013 2:00 am

"We'll be saving the Ironwood I fished out in any case," Torque said. He started to prepare for a fight with the aggressive fauna.
Torque's Combat Stuff:

Initiative: 17

[+1] Tesla Coil (Noxious Mixture) - Standard Attack
Deal 2d4 damage to target creature. If the creature is suffering from a (save
ends) condition, deal 1d12 damage to the creature instead.

[+2] Passive Forcefield (Perfect Focus) - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more pips.

[-2] Flash Bombs (Splash it in Their Eyes) - Standard Attack
Deal 5 damage to target creature and each creature adjacent to it, and those creatures suffer a -3 penalty to damage (save ends).

[-7] Supercharged Tesla Coil (Acid Rain) - Standard Attack
Deal 1d12 damage to up to seven creatures. Deal an additional 1d12 damage to creatures suffering from (save ends) effects.

[-9] Activate Clockwork Battlebot (Conjure Fire Giant)  - Standard Utility
Conjure an allied Fire Giant. It has the following stat-block.


New Combat Trait: Persistent Hex
Enemies suffer a -3 penalty to saving throws against (save ends) effects that you bestow.

"Well, I'm not sure how much I'll be able to dish it out, but I can surely take it." Tortoise Shell lined up with the others.

Tortoise Shell's Combat Stuff:

Initiative: 2

[-3] Shell Ricochet (Against The Odds) - Immediate Reaction
Trigger - An enemy deals damage to you after another enemy has already dealt damage to you this round.
Effect - Deal 1d12 damage to each enemy that has damaged you this round. You gain 1d10 temporary hp.

[+3] Sturdy (Way Too Tough) - Standard Utility
You may make a saving throw.

[+1] Demand Duel- Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that
creature suffers 1d8 damage.

[-2] Living Shield (Martyr’s Blessing) - Minor Utility
Until the end of your next turn, whenever a creature would deal damage to target ally the damage is dealt to you instead.

[-2] Tortoise Shell (Guardian’s Shield) - Interrupt Utility
Trigger - You would take damage from an attack
Effect - You take half that damage instead.
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Sat Jun 29, 2013 4:04 pm

The quickest of the plants goes for a truly tremendous bite at Shallow's neck while the second goes after Torque trying to suck out some blood.
Data:
Attacking Shallow for 21 points of damage
and Utility targeting Torque for 4 points of damage

As the first of the plants start moving to attack Zenith and Konrad get ambushed by a group of giant leach like creatures and become separated from the others.
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Sat Jun 29, 2013 4:35 pm

"Rahtid!", Shallow yelps, as he raises some mud and dirt around his neck to protect himself from the bite. The jaws still manage to tear at his flesh, but not as viciously as they could have.

Interrupt - Blink:
[-2] Blink - Interrupt Utility
Trigger - An enemy targets you with an attack.
Effect - Flip a coin. If heads, you are not affected by the attack. If tails, gain 5 temporary hp.

d2 = 2 (tails), gains 5 temporary hp, prior to attack.

Post attack status
HP = 14
PiPs = 2 (+1 PiP on turn start)

(OOC: Could you show us the rolls/values behind the attack(s)? We might need them for our combat stuff, and lets us tell how much they can do.)
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Re: Grand Line Adventures IC - Part 2

Post  Lyntermas on Sat Jun 29, 2013 10:33 pm

Everything had seemed to go to hell all at once. Torque decided to use his shield generator until he could formulate a plan.

Combat:
[+2] Passive Forcefield (Perfect Focus) - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more pips.

Stats:

HP: 26 + Regen 2 = 28
Pips: 6
Status: Resist 3, Regen 2


Last edited by Lyntermas on Tue Jul 02, 2013 8:03 pm; edited 1 time in total
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Sat Jun 29, 2013 11:07 pm

The third plant leaps straight at 62 and takes a bite. The fourth plant goes after Boomer using a tendril to suck blood from a vein  

Data:
Roll(1d12)+9:
8,+9
Total:17
17 damage to 62 not counting any of his stuff that I forgot to look at.
Roll(1d10)+0:
7,+0
Total:7
7 damage to Boomer.
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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Sun Jun 30, 2013 6:39 pm

"GRAH!" Sixty-Two screamed, rearing back from the attack. Yet even as he did so, he smiled. "Wrath of Ares!" he shouted as the armor reacted violently to the attack, shooting out several spikes of pinkish magical energy to damage the plant that had just borne down upon him. Regaining his balance, Sixty-Two opened his magical book, breathing out  as he did so. A certain purple portal slowly opened next to him, practically buzzing with mystic energies, and a familiar robot buzzed out. "Parameter: Myself. Codeword: AIMANDFIRE," the gray pony said.

"BEEP BOOP BOOP," the A.R.C. responded, a small weapon of some sort emerging from its floating base.

Sixty-Two paid it no particular mind, knowing that the incantation, so to speak, would work. Instead, he channeled a spell from his book, causing the wind to twist and turn, forming a cyclone around him. "Sheltering Winds!" he shouted, voice taking on a lilting quality as he did so. He grinned. "Bit more difficult to attack me now, no?"

Spoiler:
I...believe it's my turn at this point? Anyways, in response to being attacked, I activated my Hellspike Armor, dealing 7 damage to the plant that attacked me. I then activated A Helper Two Dimensions to the Right and Sheltering Winds, meaning that any creature who attacks me will be taking 1d12+1d4 damage, and that's if I choose not to activate my Hellspike Armor again.

Status:
HP: 17 (Began battle with +4 temporary HP)
PiPs: 4
Condition: Cocky


Last edited by AProcrastinatingWriter on Sun Jun 30, 2013 8:33 pm; edited 1 time in total
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Sun Jun 30, 2013 8:17 pm

The magical spikes cause the plant that attacked 62 to burst in to fire but nevertheless it is still standing. The final plant snaps at Shell attempting to take a chunk out of his leg.

Data:
Plant Larry is now bloodied
attacking shell for
Roll(1d12)+9:
11,+9
Total:20
20 total damage
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Re: Grand Line Adventures IC - Part 2

Post  Curunir on Sun Jun 30, 2013 10:34 pm

Oops, that was meant to be in the OOC thread...:
Huh, that's odd...  It would seem I never leveled Tortoise up when everyone else did-  Sorry about that, I'll fix that up after battle (or right away if Tyger lets me, since I haven't had my turn yet)

EDIT: Leveled up, combat-wise.

As one of the swamp plants came at him, Tortoise Shell seemed to grow in size- although most of the new bulk was in a large hard shell that now surrounded much of his still roughly pony-sized body.  The plant grabbed his leg- unprotected by his shell but befitting by a scaly hide, minimizing the damage while Tortoise took the time to force the plant off and push it away.  He nodded at the others, feeling he didn't need to explain himself- even if they weren't too busy to notice, there were other Devil Fruit users in the group, and though none of them Zoan (as far as he could tell), they should understand what just happened.

"S'rry I f'rgot to mention it earlier- didn' come up till now."  He muttered, not necessarily expecting anyone to hear or respond- there would be time for talking after the battle.

Combat Response + Status:

Improved Defense Roll= 5: No Effect.
Deflect Blow with Defensive Blade: Reduce damage by half to 10.

Status:
HP 20
PIPS 4
Status: Fine
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Mon Jul 01, 2013 2:30 pm

"Dis' gonna need a salve latah'...", Shallow says with a grimace as he tries to keep his neck wound from bleeding out, before conjuring up protective mud layers for everypony, as well as encrusting his own hooves and skin with solid, dry soil, straight out of his trusty pouch.

Combat Actions:

+1 Pip at turn start (Rapid Recovery)

[+2] Celestia’s Light - Standard Utility
All allies gain 3 temporary hit points.

Talisman of Weapons used - Granite Axe reduced to [-4] cost.

[-4] Granite Axe – Minor Utility
You conjure a Granite Axe in your hands. You can dismiss the Granite Axe as a free action. While you are wielding a Granite Axe, you cannot use your other combat talents. Instead you may use the combat talents below.

Stone Skin - Trait
You have resist 1. If you already have resistance, increase that resistance by 1.

[+3] Earth’s Embrace – Standard Attack
Target creature takes 3 damage and you gain resist 2 until the end of your next turn.
[+1] Strength of Stone – Standard Attack
Deal 1d8+X damage to target creature, where X is the number of temporary hit points you have.
[-1] Stone Strike – Standard Attack
Roll 2d4. Deal that much damage to target creature and you gain that many temporary hit points.
[-2] Grasping Granite - Reaction Attack
Trigger - An enemy deals damage to an ally,
Effect - Deal 2d8 damage to the triggering enemy and that enemy is weakened (save ends).
[-4] Earthquake - Standard Attack
Deal 2d10 damage to up to six enemies. Those creatures cannot attack your allies until the end of your next turn. The Granite Axe vanishes.

End-of-turn status
HP = 14 + 3 temp hp
PiPs = 1 (+1 on next turn start)
Resist 1

Summary: Gave everyone 3 temporary hp, used my 1/battle combat item to summon a cheaper Granite Axe.

( OOC: So, who of us can heal / tank those things, and how soon? Doubt I can take another one of those big attacks. )
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Re: Grand Line Adventures IC - Part 2

Post  Xel Unknown on Mon Jul 01, 2013 8:07 pm

(OOC: don't think anyone is playing the Tank or Healer role of this party... WE'RE DOOMED! Oh well, let's see how many we take out regardless.)

Boomer just shifts into her combat mode... With a flareful looking explosion... But for those with a skilled eye, this time around, it seemed to not deal any real damage to the Cyborg's body.

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

11 pips, then for my minor:

[-9] Combat Mode Shift (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 +3
Pips: 2
Condition: Battle Mode is GO! (4 vul & +3d6 extra damage for single target attacks)
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Re: Grand Line Adventures IC - Part 2

Post  Curunir on Mon Jul 01, 2013 10:45 pm

Tortoise Shell slashed out at the plant that had just taken a snap at his leg, and slowly backed away without taking his eyes off of the carnivorous vegetation.  "Hey!"  he shouted at the plant.  "W're not finished yet!  Y've just had a taste- don'cha wanna have the rest?"  He wiggled his bleeding leg tantalizingly in front of the plant, although making sure to keep out of range for now.  He stopped as the wound was suddenly covered in hard mud- Shallow's work.  He made his way to the zebra.

"Looks that must've been a nasty bite.  Maybe I'll be payin' ya back a little alre'dy."

Combat:

[+1] Demand Duel- Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that
creature suffers 1d8 damage.


4 damage to the plant that attacked Shell.  (Petey, I believe?).  Another 1d8 if it attacks anyone else.

[-2] Living Shield (Martyr’s Blessing) - Minor Utility
Until the end of your next turn, whenever a creature would deal damage to target ally the damage is dealt to you instead.


Protecting Shallow.

HP 20 THP 3
PIPS 3
Status: Fine
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Tue Jul 02, 2013 10:42 am

The plant that had attacked Shallow goes at him again with a tendril but Shell does manage to get in between.  The second plant spits out a torrent of burning fire that hits everyone except for Shallow.

Data:
Roll(1d10)+0:
3,+0
Total:3
3 damage to Shell

Roll(5d4)+0:
1,4,3,2,4,+0
Total:14
14 damage to Torque

Roll(5d4)+0:
4,4,2,3,2,+0
Total:15
15 damage before vul to Boomer

Roll(5d4)+0:
3,1,4,4,2,+0
Total:14
14 damage to Torque

Roll(5d4)+0:
3,3,1,4,3,+0
Total:14
14 damage to 62

Roll(5d4)+0:
3,1,1,3,1,+0
Total:9
Targeting Shallow hitting Shell

Note each of these attacks are separate like chain lightning.  
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Re: Grand Line Adventures IC - Part 2

Post  Curunir on Tue Jul 02, 2013 12:42 pm

Tortoise gets in the way of the tendril going for Shallow, pushing it aside as he moved to put his back to the cloud of flame emanating from another plant, pulling his head back into his shell and covering the opening with his arms. He escaped from the flames unscathed- but Torque and Boomer looked to have been badly burned. He gritted his teeth- there were too many ponies to try to protect. With little time to decide, he re-positioned himself so that he could leap to Boomer's aid as well, although his protection of the bomber wouldn't be as thorough as that of Shallow.

Combat Response:

Improved Defense Roll 1 : (2) - No Effect
Improved Defense Roll 2: (12)- Attack has no effect. 12 Critical Triggered

12: Halve all damage target ally takes for the rest of the battle.
Using on Boomer.

HP: 20
PIPS: 3
Status: Fine
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Re: Grand Line Adventures IC - Part 2

Post  Xel Unknown on Tue Jul 02, 2013 2:37 pm

"Bucking horseapples, that hurt..." Boomer cries out in pain, inwardly planning to try and get that next upgrade to her combat systems installed asap... But she was thankful to the defensive deflecting that Shell seems to have set himself up to do for her.

status:
HP: 14
Pips: 2
Condition: Battle Mode is GO! (4 vul & +3d6 extra damage for single target attacks) Shell’s Shielding (Take Half Damage)
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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Tue Jul 02, 2013 5:45 pm

Spoiler:
I can't tell whose turn it is at this point, but I do know I have things to do reaction wise, so...

Sixty-Two stumbled back, breathing heaviliy, but managed to breathe out another "Wrath of Ares," alongside his armor shooting out those spikes of pinkish energy. The winds around him also went into swerving patterns, attacking the same plant that breathed fire on him, and his robot buddy managed a few shots as well. He flinched once more. "This isn't going as well as I'd hoped..."

Spoiler:
With my items plus using my Ares' Armor, I'm dealing 2d6+1d4+1d12 damage to the plant that just attacked me, or 5+1+3 damage or 9 damage.

Status:
HP: 3 (Bloodied)
PiPs: 3
Condition: Cursing some Deity, Whichever one Works
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Re: Grand Line Adventures IC - Part 2

Post  Xel Unknown on Tue Jul 02, 2013 5:49 pm

"Agreed..." Boomerr's more robotic sounding voice (thanks to her combat mode) comments with a sigh.

turn order:
In bold is who's turn it be, stared stuff are us PCs:

Audrey
Audrey Jr
*Torque
Larry
Seymour
*62
Petey
*Shallow
*Boomer
*Shell
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Re: Grand Line Adventures IC - Part 2

Post  Lyntermas on Tue Jul 02, 2013 8:16 pm

Torque quickly put up his Impact Dial to send back some of the fire's impact.
Interrupt:
Impact Dial (Ring of Strategic Withdrawal) - 1500
Trinket
Once per battle, you may use the following combat talent.

[-1] GAH! - Interrupt Utility
Trigger - An enemy makes an attack against you.
Effect - Deal 1d12 damage to the triggering enemy and flip a coin. If you win the flip, the triggering attack has no effect on you. If you lose the flip, you gain 5 temporary hit points

Target: Audrey Jr.
Rolling damage...5
Flipping a coin(1d2)...2 (Fail) => 5 temp HP.
Fortunately, between his Impact Dial and his Forcefield,  he managed to be...a bit better off than he could have been. However, he still needed more time in order to be truly able to hit these plants back. He once again activated his forcefield, hoping that he would last long enough to be able to pull off his plan.
Combat:
[+2] Passive Forcefield (Perfect Focus) - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more pips.
Status:
28 + 3 temp - (14 - Resist 3) + 5 Temp - (14 - Resist 3) + Regen 2 = 16
Pips: 7
Status: Resist 3, Regen 2

OOC: Forgot that I had Regen 2 with my Lifebound armor. Edited last post, math should check out.
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Tue Jul 02, 2013 8:54 pm

The impact along with 62's retaliation is enough destroy the attacking plant. The next two plants each try biting at vitals the first at Torque and the second at Boomer.

Data:
Roll(1d12)+9:
10,+9
Total:19
19 damage before effects at Torque

Roll(1d12)+9:
11,+9
Total:20
20 damage before effects at Boomer
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Re: Grand Line Adventures IC - Part 2

Post  Xel Unknown on Tue Jul 02, 2013 9:03 pm

Then Boomer goes down...

(OOC: was at 14 HP, sure it get's cut down to 10 damage, but also hold 4 vul... Only bright side is that I've not lost pips...

Right now I'm at 0 HP... Just for ref.)
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Re: Grand Line Adventures IC - Part 2

Post  Lyntermas on Tue Jul 02, 2013 10:03 pm

As the plant smashed through his forcefield and bit at his vitals, Torque's last thought before losing consciousness was "But I don't want to be plant food."

Yep. 0 HP exactly.
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Re: Grand Line Adventures IC - Part 2

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