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

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stavaros_the_arcane
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Re: [IC] AA: Gulf Coast Guardians - Housewarming

Post by stavaros_the_arcane »

Sakuro wrote: Wed Jul 29, 2020 6:05 am Sky Guard
HP: 6
Cnd: Healthy
Favored Environment: Defense Focus [24 to hit]


Perched up on the edge of a balcony overlooking the theater Sky Guard watched as Oleander made her play. They were fortunate it was more of an ambush and an entrapment or immediately destructive trap at play. Ven grimaces as he watched the mutating forms of the humans as they transitioned into beatmen. He was about to call Taheka into play when he noticed something wrong with their feline ally. Fortunately Arca-Knight had decided to enter with her from the front of the building.

"Arca-Knight, cover Torako!"

... he called out over the coms to the team's mystic. Then just as rapidly he spoke on, directing his words at the elemental lurking above them all.

"The trap is sprung. The Black Rose Society used some kind of mutagenic compound on the gangs. Come out swinging Taheka."

Finally he addressed through group as he observed the horde of beastfolk react to Kit's initial attack.

"Everyone, if you have them, use attacks that affect entire areas. There are so many foes, it should prove more effective than attacking individuals."
OOC wrote:If Arca-Knight wants to use Extra Effort to get an additional Action, one of which could be used to protect Torako somehow, I'll counter her Fatigue with Luck Control as long as Sky Guard is able to act on his turn
"Wide area pest control and Cat care, got it." Arca-Knight replied over the com-link as she places herself between the stunned Torako and the gangs. "Torako...Torako...Now is not a good time to zone out!"

Seeing that their new ally was not in a condition to react, Arca-knight gestures with both hand. With one hand she conjures a truck midair and drops it on the 'Ride or Die Gang'. With the other she raises a wall around herself and Torako.


OOC: Spend an HP to use extra effort to use Equivalent Exchange: create +10 (extras: movable +1, stationary +0) twice.
First time to drop a truck on the Ride or Die Gang as an attack. The second to raise a wall around Arca-knight and Torako, slightly lower than the balconies Skyguard is perched on (assuming my rank can do that).
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Arca-Knight

Your car slams into the center of the group. Most of them avoid it only taking glancing hits with no real effect.
As its a Create effect, they get a Dodge
Ride or Die Gang Dodge save vs Arca-Knight: 1d20+6 16
Rolled a 1, take an HP: Ride or Die Gang TOU save vs Arca-Knight: 1d20+10 16+10=26

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

Post by kenseido »

Angela holds her action. If Ysariel pops in before Angela is attacked, she can take her action at that Initiative.
If not, then she Defends for the round.

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: 2 > 4 LP: 1
Condition: Normal


For those with good hearing the pipes inside the walls and ceiling of the building rattled and gurgled as Taheka pushed his way through them at speed to join the battle, bursting through the cap of the fire sprinklers what appeared to be a fine rain fell upon the groups in the room then gathered into a humanoid form in the middle of the various gang groups.

Gathering up the excess water in the room Taheka formed a globe of water that expended in all directions from where he was standing, filling any open mouths and nostrils with water cutting of their oxygen where possible.
OOC wrote: Taheka will join the battle landing iin the middle where he can get as many gangs from his burst attack as possible. If he has to select a gang then use the Whitey Boys

"Mass Drowning" [Affliction 10 Area Burst 30ft, Resist Fortitude (Dazed, Stunned, Incapacitated)]

DC20 Dodge for a DC20/15 Fortitude Save.
Ysariel
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Re: [IC] AA: Gulf Coast Guardians - Housewarming

Post by Ysariel »

Angela
HP: 2 +1 (setback) = 3
Condition: Normal

"Nani?!" Angela recoils as the goons she is carefully sneaking by suddenly start mutating into half-human, half-beast abominations, complete with grotesque horror-movie sounds and clothes-ripping, Hulk-style transformations. The android smells the weird chemical scent in the air and immediately she realizes the cleverness of the plan. In one stroke, by deploying the mutagen, Oleander had neutralized a good number of rivals, as well as confirming the efficacy of her new weapon.

Immediately Angela leaps into action - literally - fists swinging and heels kicking at the nearest street gang, catching the now-mutants before they can fully react to her presence. "At least this Oleander chick had the decency to spring her nonsense in an abandoned opera house," she comments, sending one flying with an uppercut and sweeping the legs out from under another. "Can you imagine the damage done if she did it in a packed opera house full of civvies? I'll be saving samples to see if there's any way to reverse the effects as my homework."

Maybe it was just a trial run, she thinks, then pauses. Wait, that's not good news...

OOC
Angela will O.M.G. systems on the members of Dumaine Street Gang (chosing randomly).

Angela attack vs Dumaine Street Gang: 1D20+10 = [7]+10 = 17

DC 25 toughness if that hits. My roll on Coyotecode says takedown attack, but I actually don't have it upon checking further. Next round I will stunt an area attack instead.

My initiative now becomes 21 (after Taheka) I assume.
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kreuzritter
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kreuzritter »

Torako
HP 1, Condition fine

Torako's eyes are wide and as Arca-Knight touches down next to her, she can see the Tiger woman is a thousand miles away mentally in quiet horror, as occurs to the young mage she's undoubtedly lived this before, and re-living it now

---

pain. that is the only thing you know as your body betrays you, as flesh and bone are physically reshaped, the air filling with screams like yours, both man, animal, and those in between.

the first chance you had, the moment you had your strength, you ran into the comforting cover of the jungle. a beast's life, but a good one, for all you knew, as you grew used to your new body and strength, but always that memory of pain so horrible that nothing remains from before, no way if knowing if you are a woman dreaming she is a tiger, or a tigress dreaming she's a woman

Kuroyuri. that is what Miss Oleander calls you after taking you away from there, teaching you to be more than a beast. how to dress, speak and even read. She is your big sister, your family now, and...

And you know you can't be her, not now, as you can only see the blood on your hands, trying not to look at the corpse across from you, what you did to him to make Oleander proud, like it was a game.

and that horrifies you the most. this is the most proud she's ever been of you, the first time she's given you honest praise as you quell the urge to vomit, knowing she'd destroy you at the first sign of defiance, that you can't let her hurt anyone else...

---

"Oleander..." Torako growls in the present, changing from thousand-yard stare to animal rage, and Arca-knight has the feeling that in the next few seconds, that Shield wall won't be be to protect torako...
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Taheka

Your giant water ballon slams into the group hard leaving them reeling and they try to re-learn how to breathe.
Whitney Boys Dodge: 1d20+6 15
Rolled a 2, take an HP; Whitney Boys FORT: 1d20+8 9 + 10 = 19
Five rolls, 2 1's and a 2. Big climax fight is going to suck.
The area bumps your DC by 5, so they are Stunned.
Last edited by kenseido on Fri Aug 07, 2020 1:02 am, edited 2 times in total.
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Angela

You move through the gang but there are so many moving around you, you don't think you landed a serious blow on any of them.
Dumaine Street Gang TOU: 1d20+10 29
Of course they did.
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Beastmen

Dozens of mutated gang members jump on stage and throw themselves at the wall protecting Arca-Knight and Torako. The onslaught causes it to crumble leaving Arca-Knight swarmed by bestial members of the Young Melph Mafia. Only quick reflexes and a little luck leaves her unscathed.

Two other groups starts climbing the walls up towards the balconies where Skyguard and Kit are perched.

The Dumain Street Gang swarms over Angela but her combat programming allows her to avoid any real damage.
Fischer Fools and Ride or Die Gang attack the wall. Since it's down, Young Melph Mafia attack Arca-Knight
Arca-Knight's Wall: 1d20+10 29
Arca-Knight's Wall: 1d20+10 11
Young Melph Mafia attack vs Arca-Knight: 1d20+6 11
Dumaine Street Gang: 1d20+6 18

Whitney Boys get a FORT sav at the end of the round to shake their Stunned condition:
Whitney Boys FORT save: 1d20+8 21
That is a pass (the +5 doesn't carry over for this). They are no longer stunned.

For those keeping score, that is now 3 1's and 2 19's.

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]


Sky Guard steps off of the balcony and drops, feet first, towards the mass of beast-people climbing up the wall. His intent was to hit some and knock them back to the group, but instead when they succeed in avoiding him he merely rockets past them. Transitioning into a mid-air backflip before hitting the ground Ven spreads his wings at the end of the flip. Catching air and angling his wings down, he soars upwards at an angle, and ascends away from the gangs that had been climbing the walls. Weaving through the air he keeps near to the enemies on the ground, giving them a target to aim for. Ven's movements were leading though, as he endeavored to bait them into over extending into their attacks, and hitting their own allies when he dodged out of the way.
OOC wrote:I don't know which group is climbing the wall towards Sky Guard. He is attacking that group, however.

Standard Action to Attack wall climbers group 1, Power Attack -3 Atk/+3 Dmg: Attack Wall Climbers 1PA -3/+3: 1D20+10 = [3]+10 = 13

After his Attack Sky Guard flies off towards the center of the room with a Move Action and will attempt to Redirect any attacks aimed at him to one of the gangs in the area. It doesn't matter which. I'm having trouble keeping track of their locations. Acrobatics (Redirect): 1D20+15 = [19]+15 = 34

If more than one Attack misses him, feel free to make further Acrobatics/Redirect rolls on my behalf with a +15. I don't intend to use HP on any of them.
Evelyn Gracen, in AEGIS Squad
Storyteller for In the Shadow of Imperator
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

All

The remaining gangs attack the heroes on the ground.

The 39ers Gang swarms the waiting Skyguard overwhelming him. He fairs better against the 110ers, who he is able to redirect into the other gang and now the two street gangs are brawling with each other.

The Byrd Gangs goes after Taheka and the D-Block Boys go after Torako.
39ers Gang Attack vs Skyguard: 1d20+6 26
DC30 Toughness
110ers Gang Attack vs Skyguard: 1d20+6 19
They can't beat the Redirect. 110ers Gang Attack vs 39ers: 1d20+6 19
Weird.
39ers TOU save: 1d20+10 30
Even weirder.
Byrd Gang vs Taheka: 1d20+6 26
Okay, this is getting messed up. DC30 Toughness
D-Block Boys vs Torako: 1d20+6 22
DC25 Toughness

Kit is up
Last edited by kenseido on Sun Aug 09, 2020 3:02 pm, edited 1 time in total.
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kreuzritter
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kreuzritter »

Toughness: 1d20+12 21 -1 bruise

Torako snarls at the offending gang, who are about to have her PTSD vented upon them...
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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 LP: 1
Condition: Dazed Bruise x 1


Surprised at how ineffectual his attack had been Taheka was off his game enough to be sent reeling by the monsters.
OOC wrote: Taheka DC30 Toughness: 1d20+12 20

Dazed & Bruised
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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, Dazed
Favored Environment: Defense Focus [24 to hit]


Flying into the midst of the 39er's Sky Guard gets grabbed, pulled down, and pummeled by the pack of beastmen. When he eventually get free of the monstrous mass of bodies he is contorted by the 110er's, who he evades, weaving to and from to sent their attacks launching over him, around him, and into the pack of people that had previously attacked him.
OOC wrote:DC 30 Toughness: 1D20+7 = [9]+7 = 16 Two degrees of failure. -1 Dmg Res and Dazed.
Evelyn Gracen, in AEGIS Squad
Storyteller for In the Shadow of Imperator
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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 saw the chaos below and didn't want any part of it. Instead, he teleported over to another balcony and took a quick assessment of the scene. So many gangs and so few smart ones. He could use that to his advantage. Eyeing the Whitney Boys, Kit lets loose a barrage of portals that fill their area and make a light show with all the brilliant beams of energy. "Give up yet animals? We can go get some bannanas or steaks or something in this nice place called the zoo. Until you go this place called jail that is.", quips Kit.
Portal blast +2/-2 for 28, a crit so DC 32 toughness not including any multi attack
I guessed the Whitney Boys were still around as I am uncertain of where each gang is at the moment and who is even left.
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