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

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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
kenseido wrote: Fri Aug 21, 2020 10:57 pm 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
OOC:That'll just miss. Target Fischer Fools with Arcane Adept Assault: Damage +10 (extra: multiattack +1, range +1) 1d20+10: 21

Arca-knight keeps out of the reach of the transformed gang's attacks. She blasts the Fischer Fools in retaliation.

This was going slow, there were so many of the gangs so close together that one big spell could probably greatly reduce their numbers, but there was friendly fire to worry about.

"Hey Torako, I need you to get off this stage. I have a real big show stopper in mind and I don't want you getting caught in the blast radius."
mrdent12 wrote: Mon Aug 24, 2020 2:54 am 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.
"Not off the cuff." Arca-knight replies. "If you don't understand what your trying to fix, just throwing magic at it doesn't usually help much."
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Arca-Knight

Your darks fly into the grouping which seems to expand out in response, leaving few targets for the bolts to hit.
+2DC from Multi-attack
Fischer Fools TOU save: 1d20+10 29

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: 3 > 2 LP: 1
Condition: Bruise x 1


Seeing that it was getting crowded on the floor, Taheka moved away from the stage trying to open up some space between himself and the beast gangs

"Let's spread out so we can catch them all in the middle" Taheka calls out as he sends another water wave towards the Bryd gang.
OOC wrote: Taheka will move out off melee combat further away from the stage and then blast the Bryd gang.
Water Blast 10

Taheka Blast Attack PA/AOA +/-2
Taheka Blast Attack AOA/PA +2: 1d20+10+2-2 13
A miss so use an HP to reroll

Taheka Blast Attack AOA/PA +2: 1d20+10+2-2 25
DC27 Toughness Save
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Taheka

Your water cannon blasts through the Byrd gang members leaving them flopping around a bit like fish out of water.
Byrd Gang TOU save: 1d20+10-1 20
Disrupted x2, Stunned

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 & still Angry

attack: 1d20+8 25. DC 27, and I remembered I have takedown 2, but not the houserule for this ball room blitz

with another angry roar, Torako heeds Arca-knights warning by plowing through the D-Blocks and hopping down from the stage
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Torako

You slam through the group leaving them scattered and confused.

DC+2 for Takedown [url=https://orokos.c ... s TOU save: 1d20+10-1 18
Disrupted x2, Staggered, Demoralized[/url]
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Angela

Clear of the stage, Angela continues her assault on the Dumain Street Gang.

[url=https://orokos.com/roll/842788]Angela attack: 1d20+10 17
DC25 Toughness save
Dumain Street Gang TOU: 1d20+10 12
Disrupted x2, Staggered, Demoralized[/url]
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Mutated Gangs

One of the groups in the balconies jumps down to the audience level below while the other takes to the walls and begins climbing over to the balcony Kit is standing in.

The Fischer Fools and Ride or Die Gang continue to attack Arca-Knight and Torako.
Fischer Fools attack: 1d20+6 16
Ride or Die Gang attack: 1d20+6 10

Hot Block Gang starts climbing over to Kit's balcony
Taliban Gang jump down to the audience below
Dumain Street Gang and Young Melph Mafia recover from stun

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: Healthy
Favored Environment: Defense Focus [24 to hit]


The 110ers and 39ers were doing more harm to each other than he was to either group. Which was good. So one the kinks worked out of Ven's wings, he sprang free of the melee and flew over head. He made his way to the stage, where Torako had recently plowed through a gang, only to get mobbed by them again. Swooping in he delivers his own punches and kicks to beat the mutated criminals off the feline bruiser. Once enough of them were off of her he grasped hold of Torako and lifted her up into the air, as long as she was willing to go along with the ride.

Arca-Knight had mentioned her desire to let loose with an attack that covered an area, and Sky Guard intended to carry Torako clear of the stage so that Arca-Knight could cut loose without worry about hitting their new ally. With a spiraling backflip through the air Ven ferried Torako back towards the seats in the audience of the opera house.
OOC wrote:Sky Guard Regenerates the damage he had taken.

Move Action to head over to Torako and the Ride or Die gang.

Standard Action to attack the Ride or Die gang. Using Power Attack -3 Atk/+3 Dmg Attack Ride or Die gang: 1D20+10 = [15]+10 = 25 DC 25 Toughness. He also has Takedown 2.

Move-by Action, after the attack, to pick up Torako and carry her away from the area Arca-Knight is planning to use an Area Attack on. Further back into the 'audience' floor.

In case a gang attacks Sky Guard and misses, he'll try to Redirect it into another nearby gang. Here is a roll Redirect: 1D20+15 = [18]+15 = 33
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 »

Sky Guard

Skyguard's attack on the Ride or Die Gang leaves them scrambling to regroup.
Ride or Die Gang TOU: 1d20+10 21
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 Group 2

As the 39ers and Byrd Gang struggle to group back up again, the members of the 110ers and D-Block Boys clearly look like a bunch of wild animals and not a pack. The individual members still standing begin fleeing the opera house through every available exit.
There are eight individual gang member mutates fleeing the scene. They are no considered a force while fleeing, they are minions. Four of them are heading to the two fire exists on either side of the stage, two are running backstage and two more jump up on the walls and begin climbing.

Everyone gets a HP for the complication. If they get out on the street, they will be difficult to track and almost certainly injure some people.
Also, any other groups driven to Demoralized will do the same. On their next turn, they will break into individual minions and attempt to flee.

Init and location:
Kit 25 (balcony)
Arca-Knight 24 (stage)
Taheka 21 (audience)
Torako 19 (audience)
Angela 19 (audience) NPC
Dumaine Street Gang 19 (Angela) Disrupted -2 Staggered and Demoralized. Will flee.
Fischer Fools 19 (Arca-Knight - stage)
Hot Block Gang 19 (Walls)
Ride or Die Gang 19 (Torako - audience) Disrupted -1, Stunned
Taliban gang 14 (Audience)
Whitney Boys 14 Out
Young Melph Mafia 14 (Arca-Knight - stage) Disrupted -1
Skyguard 12
39ers gang 2 (audience) Disrupted -2
110ers gang 2 (fleeing) 2 backstage, 2 left fire exit
Byrd Gang 2 (Taheka - audience) Disrupted -2
D-Block Boys 2 (fleeing) 2 walls, 2 right fire exit

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 fires off a burst of portals spewing reverse teleportation energy at the Hot Block gang and teleports over into position for an attack on the exit that looks most likely to be used by fleeing gangs. Them getting out was not good.

Some of the mutated gangs, I'll explain later, are trying to leave. Watch for outgoing beasts., advises Kit over the comms to the cops in waiting.
Hot Block Gang
Portal Blast: Damage 10(Extras: Ranged +1/rank, Multiattack +1/rank, Accurate 2 +2/flat, Indirect 4 +4/flat)
Attack 14 thats a miss
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Kit

Your blasts into the Hot Block Gang don't cause any disruption in the group.

"Beasts?" The officer in charge replies. "We'll do what we can." Kit knows the cops aren't really equipped for this, especially the way these things can climb.
14 does miss.

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 the stage clear of allies and full of two gangs worth of mutated thugs, Arca-Knight levitates upward giving herself the vertical clearance to not be caught by her own spell. As she rises she charges an orb of magic in her hands before unleashing it explosively upon the stage below her.

"What's a stage without some proper lighting."

OOC: Arca-knight flies upward and then unleashes Magic Missile Massacre Maelstrom: Damage +10 (extras: area +1, range +1) targeting the stage, ideally catching all gangs currently on it.
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Arca-Knight

Your flurry of missiles catch the two gangs full on leaving them staggering around in disarray. Even the two 110ers running backstage are caught in the blast and left in heaps.
That catches the Fischer Fools, Young Melph Mafia, and the two 110ers fleeing backstage.
Nobody can pass the Dodge check and the 110ers can't pass the TOU check, so they are out.

Fisher Fools TOU save: 1d20+10 17
Disrupted -1, Demoralized, Staggered; They will break up and flee on their next action

Young Melph Mafia TOU save: 1d20+10-1 23
Disrupted -2, Stunned

Taheka is up
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