[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 »

Taheka

Taheka raises a giant water fist and slams into the heart of the Byrd Gang leaving them scattered about the audience in disarray.
Gilliam PM'd me and will be unable to post before the deadline, so I am NPCing Taheka this round.
Water Punch: 1d20+10 26

Byrd Gang TOU: 1d20+10-2 20
Byrd Gang 2 (Taheka - audience) Disrupted -3, Staggered, Demoralized. Will flee on their next action

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 2
condition -1 bruised, still angry

attack: 1d20+8 26, DC 27, Torako has takedown 2

Torako turns her fury upon the ride or die gang
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Torako

You blast through the gang leaving them still dispersed.
I missed the 2 day deadline so everyone gets an HP

Ride or Die Gang TOU: 1d20+10-1 25
Disrupted -2, still Stunned
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Angela

Angela moves after the freshly off the walls Taliban gang.
Unarmed attack vs Taliban Gang: 1d20+10 23
Taliban Gang TOU: 1d20+10 23
Disrupted -1
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Mutated gangs

The Dumain Street Gang and Fischer Fools break ranks and flee towards the main exits at the back of the audience.

The Hot Block Gang jump into the now empty balcony. Upset, they begin ripping up the chairs and walls.

The Ride or Die Gang pull themselves back together after Torako's attack.

The Taliban Gang attack Angela but the android weathers the flurry successfully.
Taliban Gang attack: 1d20+6 20
Angela TOU save: 1d20+10 26

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: 7 (maybe 6)
Cnd: Healthy
Favored Environment: Defense Focus [24 to hit]


"Try to block off exits or focus down the fleeing criminals. Prioritize them over the rest. We must not allow them to go to ground, or worse, reach the civilian population."

... Sky Guard calls out as he flies off towards the main exits, past the audience floor and towards the ticket booths. In the wake of the Dumain Street Gang and Fischer Fools, he turns on his side and folds his wings back to fit through the doors, heading out into the entry area just before the seating room. Once past the doors he extends his wings and gives a swift flap to maintain his flight.

Hot on the criminal's heels Sky Guard plows into their ranks with punches and acrobatic kicks that send him looping up into the air before spiraling down into the dispersed mass of beast men.
OOC wrote:SKy Guard will use a Move Action to follow after the Dumain Street Gang and Fischer Fools.

As a Standard Action he'll attack them, starting with members of the Dumain Street gang. Using Power Attack -4 Atk/+4 Dmg and taking 10 on the attack, since they're Minions at this point. Which hit a 19 Parry. DC 26 Tough.

Sky Guard also have Takedown 2, and Move-by Action, which he'll use to try to take out any many of the gang members as he is able to.

If he doesn't take down a significant number of them, say 75%, then Sky Guard will use Extra Effort to get another Attack in, using the same setup. As long as he hit the first time around. Then he'll counter his Fatigue with a HP.
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

Skyguard sweeps through the fleeing gang members, taking all of them out. He gracefully swings around and returns to the auditorium.
10 mutated gang members compromise the remainder of the 2 gangs. A 19 easily hits
DUmain and Fischer Gang members TOU: 10#1d20+6 10 25 19 9 7 17 8 8 11 19
They all go down, although the second one almost got it.
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Mutated Gangs

The 39ers no longer have a foe, turn their sites on the newly arrived Kit and try to maul him.

The gang members who fled the fire exits hit open air and begin fleeing into the city as a wild animal would.

The Byrd gang members smell the open air and head out the 2 fire exits.

The gang members climbing the walls climb onto an open balcony.
39ers Attack: 1d20+6 24
DC25 Toughness

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

Post by mrdent12 »

Kit Ferryman
HP: 1->0
Cnd: -1 damage


Kit grunts as the creatures scratch and claw at him. "I've had some rabib fans, but not not so many who want to claw me.", quipped Kit as his jacket got scratched up. Teleporting a little ways away to avoid being mobbed again, he unleashes a torrent of invisible disks into the air that blast out teleportation energy that goes completely wide of the 39ers.
Move: Teleport
Free: Switch array
Standard: Portal blast
Toughness 11, yeah no
Toughness 22
Attack 13 a 3, 14, and 3 bleh
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Kit

The mutated gang members look confused at you as you vanish. They do take note of the portal blasts coming around them and avoid any serious injuries.
Unless you went back up to a balcony, they will be able to reach you and attack you.

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

From her aerial position, Arca-knight picks her next target. The gang beneath her will likely waste time trying to climb up to reach her, but the group Kit's dealing with is wide open and a little too close to the teleporter for her liking. No sense letting them get to grips with him.

She targets the 39ers and lets loose her magic on the group.

OOC: Magic Missile Massacre Maelstrom: Damage +10 (extras: area +1, range +1) on the 39ers
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kenseido
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Re: [IC] AA: Gulf Coast Guardians - Power Play

Post by kenseido »

Arca-Knight

Your missiles are highly on target, blasting the various gang members until all thats left is a bunch of unconscious mutates.
39ers Dodge save: 1d20+4 10
39ers TOU save: 1d20+10-2 15
Close enough and out.

I forgot to post the status this round so here it is
Initiative:
Kit 25 (balcony)
Arca-Knight 24 (flying)
Taheka 21 (audience)
Torako 19 (audience)
Angela 19 (audience) NPC
Dumaine Street Gang 19 Down
Fischer Fools 19 Down
Hot Block Gang 19 (Balcony)
Ride or Die Gang 19 (Torako - audience) Disrupted -2
Taliban gang 14 (Angela - Audience)
Whitney Boys 14 Down
Young Melph Mafia 14 (Arca-Knight - stage) Disrupted -2
Skyguard 12
39ers gang 2 (audience-Kit) Down
110ers gang 2 (fleeing) 2 down, 2 outside
Byrd Gang 2 (Taheka - audience) Fleeing, fire exits
D-Block Boys 2 (fleeing) 2 walls, 2 outside

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 LP: 1
Condition: Bruise x 1

Seeing the Byrd gang running for the exits, Taheka sent a wave of water at them to try and wash them away.

"Hey where are you going, the party is just getting started"

Ouch that did sound corny.

OOC wrote: Attack Byrd gang with Wide Water Blast [Damage 10, extra: area cone 60']
DC20 Dodge Save for a DC25/20 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 blast slams into the Young Melph Mafia still on stage and the two fleeing the left fire exit. When the water subsides, none of the gang members are still standing.
Young Melph Mafia Dodge: 1d20+4 17
Young Melph Mafia TOU: 1d20+10-2 16
Close enough, down

Two fleeing gang members: 1d20+4 13
They can't pass the TOU save now, so they both go down.

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 3 -> 2
condition: bruised

the ride or die manimals continue to occupy totako's attention

attack: 1d20+8 12

ew. HP to reroll

attack: 1d20+8 9 + 10 reroll bonus = 19

dc 27 if that hits
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