[IC] AA: Gulf Coast Guardians - [ENDED]

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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Kit

Your blast slams into the group just as they recover from Taheka's water attack and drops them.
The Whitney Boys were the group stunned by Taheka and are still on the ground.
With the full +5 and crit, there need to roll close to 20 not to drop.
Whitney Boys TOU save: 1d20+10 15
And 5 is not close to 20.

Arca-Knight is up
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stavaros_the_arcane
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by stavaros_the_arcane »

ARCA-KNIGHT

With her wall overrun and broken, and mutated gangsters swarming her, Arca-knight falls back on an ancient and relied upon magical solution to such problems.

Mystical energies gather in her hands, igniting into a contained blazing inferno as she chants.

"Oh, source of all power,
light which burns beyond crimson,
let thy power gather in my hand.
Fireball!"

She hurls the blazing sphere into the midst of the enemy where it detonates.

OOC: FIREBALL! Arcane Adept Assault: Damage +10 (extra: multiattack +1, range +1) vs Young Melph Mafia 1d20+10: 23
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Arca-Knight

Your fireball erupts into mutliple tiny firebolts that hit various members of the Young Melph Mafia. They are thrown around like leaves on a windy day and slowly trying to get up.
Multi-attack gives you +2 DC
Youg Melph Mafia TOU: 1d20+10 18
Disrupted (-1) and Stunned

Taheka is up
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Gilliam
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by Gilliam »

Tamati "Taheka" Stevens
HP: 4 > 3 LP: 1
Condition: Bruise x 1

"These things are tougher than they look" Taheka stated as his head cleared, although his voice still sounded like he speaking while drinking a glass of water.

Expanding his hand into an over-sized caricuture of a fist, Taheka brought it crashing down on the members of the Byrd gaang who had been attacking him.

"You would have thought that they wouldn't like water" he tried to quip.
OOC wrote: Use Water Strike attack on Byrd Gang Strike 7 (Strength Base)

Taheka Strike: 1d20+10 12
A miss so use an HP to reroll

Taheka Strike: 1d20+10 21
If hits will be a DC25 Toughness Save

And Daze condition nshould now clear.
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Taheka

You slam into the group with your giant fist, spreading them out a bit and a little less organized.
Byrd Gang TOU save: 1d20+10 22
Disrupted -1

Angela is up
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Angela delays, Torako is up
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kreuzritter
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kreuzritter »

Torako
Hp 1
condition: -1 bruised & Angry

going after the D-Block
attack: 1d20+8 16. DC 27 if that hits

---

Snarling like the big cat she resembles, Torako throws herself upon the D-Block Boys in counterattack, delivering powerful punches or kicks to any manimal foolish enough to stay in her reach
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Torako

You land several hard blows causing disarray in the gang.
D-Block Boys: 1d20+10 22
Disrupted (-1)
Ysariel
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Re: [IC] AA: Gulf Coast Guardians - Housewarming

Post by Ysariel »

Angela
HP: 3 -1 (heroic feat) = 2
Condition: Normal

Angela deftly slips between the gang members-turned beastmen, dodging claws, fangs and other appendages. The blows nick her scant costume, revealing the artificial skin beneath, but inflict no real damage. One of them grabs her mane of long hair, only for the teflon-coated optic fibers to easily slip through his hand. "Ooooh," she coos, "you can look but you can't touch! Or else--" and the next moment there is a bestial howl as the offender goes flying out through the door she entered from.

However, there are just too many of them for her to make any real impression on the gangsters as a whole. Angela decides a change of strategy is in order. In her mind's eye, time slows to a crawl as her systems prime her for a burst of sudden movement, capacitors filling with energy and myomer muscle fibers tensing in readiness for action. Targeting reticules appear on the nearest dozen gang members as she fixes their location and identifies weak points where a blow would most likely incapacitate their mutated bodies without inflicting lasting harm.

And then she explodes into motion, so fast that her limbs leave behind miniature sonic booms in the air. For an instant, she appears to be in a dozen locations all at once - her smashing her elbow into the jaw of a monstrosity, there bringing her foot up and around to smash another in the head, yet over there punting one in the solar plexus. In the flash of an eye it is over, and time returns to normal for her as she skids to a halt, steam rising from her boots and fists. Angela flips her hair. "That's not even my finishing blow," she boasts, even though it's in the air how many of them can understand her in their bestial state.

For a moment, she feels free. For a moment, doubt and worry fade away. It's nice to be fighting evil again, in the most direct way she knows.

OOC
Spend 1 HP and heroic feat to get Takedown 1 for a round.

Angela will use O.M.G. systems on the members of Dumaine Street Gang again.

AA Angela Takedown attack vs Dumaine Street Gang: 1D20+10 = [11]+10 = 21

I believe I get a bonus for takedown, so DC 27 toughness if that hits. My initiative now becomes 19, after Torako
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Angela

You blast through the gang like a canon leaving most of them groaning and staring at imaginary tweety birds flying around their heads.
Dumaine Street Gang TOU: 1d20+10 20
Disrupted (-1) Stunned
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Mutated Gangs

The gangs on the walls continue climbing into the balconies only to find no one there.

The gangs on stage converge on Arca-Knight and Torako as the Dumain Street Gang and Young Melph Mafia pull themselves together.
Fischer Fools attack Arca-Knight: 1d20+6 19
Ride or Die Gang attack Torako: 1d20+6 9
DC25 Toughness, if that hits Arca-Knight

Hot Block Gang and Taliban Gang climb into the balconies where Skyguard and Kit were originally
Dumain Street Gang and Young Melph Mafia recover from being stunned.

Skyguard is up
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Sakuro
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by Sakuro »

Sky Guard
HP: 6
Cnd: -1 dmg res (Regen next turn)
Favored Environment: Defense Focus [24 to hit]


Still reeling from the mass attack against him, and caught between two mutated gangs, Sky Guard fights to get free of the mob of bodies. Punching and kicking he makes no real ground in getting clear of the two groups. If anything, he probably just drew attention back to himself again. The one advantage he had in his disadvantageous position was that there were more of them than him ... and it was at least just as likely h could get them to harm each other as they lows would land against him. So Sky Guard Kept moving. Weaving, ducking, flapping and twisting as he tried to work is way to the perimeter of the horde so that he could get free of their grasping limbs again.
OOC wrote: Power attack -3 Atk/+3 Dmg the 110er's _: 1D20+10 = [1]+10 = 11 Miss.

Here are two Redirect rolls, just in case the 39er's or 110er's go after him and miss.

_: 1D20+15 = [18]+15 = 33
_: 1D20+15 = [6]+15 = 21



Coyote Code is acting up when I try to label my rolls, which is why there aren't any connected directly to the rolls themselves.
Evelyn Gracen, in AEGIS Squad
Storyteller for In the Shadow of Imperator
Storyteller for Geneforge: the Created
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Skyguard and Gangs

Skyguard stands in the middle of two brawling gangs and is easily able to avoid any stray attacks that inadvertently come his way.

The Byrd Gang and D-Block Boys continue to unsuccessfully attack Torako and Taheka.
The 110ers and 39ers continue to fight each other and each take a Disrupted -1.
Byrd Gang attack Taheka: 1d20+6 13
D-Block Boys attack Torako: 1d20+6 10

Initiative: (itens in parenthesis indicate location and/or target)
Kit 25 (balcony3)
Arca-Knight 24 (stage)
Taheka 21 (audience)
Torako 19 (stage)
Angela 19 (audience)
Dumaine Street Gang 19 (Angela) Disrupted -1
Fischer Fools 19 (Arca-Knight)
Hot Block Gang 19 (Balcony1)
Ride or Die Gang 19 (Torako)
Taliban gang 14 (Balcony2)
Whitney Boys 14 Out
Young Melph Mafia 14 Disrupted -1 (Arca-Knight)
Skyguard 12 (audience)
39ers gang 2 (110ers) Disrupted -1
110ers gang 2 (39ers) Disrupted -1
Byrd Gang 2 (Taheka) Disrupted -1
D-Block Boys 2 (Torako) Disruped -1

And back to the top. Kit is up
mrdent12
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by mrdent12 »

Kit Ferryman
HP: 1
Cnd: Fine and Dandy


Kit looked at the bestial attackers and could help but think just grabbing Oleander would have made this simpler. Pop in, pull her away, and drop her in the middle of the cops. Now it was this. "Anyone know a spell to to turn these things back or maybe see a switch somewhere?", called out Kit as he waved his hand at two of the gangs near each other open portals as he went that expeled energy.
Portal blast to capture 39ers, and 110ers since I assume they are close to together based on the paranthesis.
17, 17
On the off chance it hits DC 25 toughness.
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Kit

Your attacks slam into the two distracted gangs hard leaving them both staggered and stunned a bit.
39ers and 110ers TOU save: 2#1d20+10-1 15 12
Forgot to add their Toughness in the actual roll, so I adjusted here
110ers are Staggered and Demoralized. 39ers are Disrupted -2 and Stunned

Arca-Knight is up
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